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#still the Japanese wikis tend to be limited by location
donuts4evry1 · 2 years
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On the Sanderia Malayensis:
English Wikipedia:
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[No Common name]
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Japanese Wikipedia:
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Amakusa Jellyfish :D
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(OK, I’ll admit that I’m exaggerating just a bit and taking things out of context, but the bottom line is that you can learn a lot just from researching the same animal from different languages of the Wikipedia!
If you’re also interesting in learning about this jellyfish, I’ll link them here :>:
sanderia malaynsis (EN) アマクサクラゲ (sanderia malaynsis) (JP)
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nijicx · 6 years
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Inspector Mizuguchi and Calorie Malorie- BNHA Oc’s
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Inspector Mizuguchi: 
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Full Name: Lin Mizuguchi
Nationality: Japanese
Age: 27
Quirk: "Air Quotes"
Quirk Characteristics:
By making the air-quotes gesture with her hands, anything said within earshot of the user before she closes the quotes, is recorded and stored in permanent memory. She can access these quotes by making the gesture again and speaking, able to repeat whatever has been said verbatim. 
Quirk Limitations: The longer the recording is the more physical a toll it makes on the users body, if the quote is left open-ended for more than an hour, it can cause her intense migraines, nausea and possibly forgetting previous stored quotes in an attempt to put all of the brains effort into capturing what is being said.
Because of this, Mizuguchi tends to use a dictation app and make constant reports to make sure that the V.I.T bureau has an updated record, should her brain ever fail her.
She cannot capture sounds, or repeat noises, only words.
Position: Special Investigator for the V.I.T or Villain Intelligence Task Force. She is most often dispatched in order to infiltrate villain organizations and record their plans and any other pertinent information.
Her current assignment is lead Special Investigator into the inner workings of the V.F.A and the capture and detainment of its lead members.
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Calorie Malorie
Full Name: Malorie  Thibodeaux
Nationality: Canadian 
Age: 25
Quirk: Calorie Counter
Quirk Characteristics:
If the user and another person consume calories from the same source, the user can track the subject anywhere. The more calories consumed by both, the stronger the signal for the user.
Quirk Limitations:
The user and the subject must eat from the same batch. Ect. The user would have to have a special batch of donuts made, otherwise if they consumed something from a mass-produced batch, the signal would be wide and unclear as it would be tracking the faint trails of everyone who had eaten at the same place that day.
When this occurs, Malorie can experience intense dizziness and fatigue from the overload of moving signals in her internal radar. Due to this, she must make and cook all of her own food.Aslong as the calories are still being processed by the persons body, she can find them.  When the person has burned off all the calories they have consumed, Malorie loses track of them.
Position: Communications Officer and Tracking Specialist with the V.I.T
The V.I.T. specifically has special batches of donuts and sweets made that Malorie shares with other investigators before they leave on sting operations. It is Malorie's duty to keep track and log all of the locations of the special investigators and make sure that they don't make any unexpected deviations. She will also be dispatched to locations in disguise as a food delivery person to re-supply investigators with their sweets. While she isn't often called out of the V.I.T. Bureaus office, she has been called on occasion to restaurants in which top-brass villains and mafia members eat. While back in the kitchen, the cooks make a batch for just enough for two, and she eats while under cover, able to track the villain back to their places of hiding once they have said their goodbyes and left the establishment.
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Background: Malorie has actually been obsessed over becoming a hero since she was small, and gave herself the nickname "Queen Calorie" when she was young. She insists on being called it when in the office to the dismay of her hard-edged co-workers. Eventually though they settled on "Calorie Malorie" as a sort of teasing nickname to bother her. Her quirk was far more suited to Intelligence work, so after graduating from the Transfer program, she was quickly recruited to work in intelligence.
Often times Mizuguchi doesn't stop working to eat more than soup, so Malorie is always finding ways to sneak food into her. She finds that when Mizuguchi is mentally locked onto paperwork she will basically eat out of your hand as long as you don't break her eye contact.
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Lin is also the one who wrote the V.F.A Wiki.
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ciathyzareposts · 5 years
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Game 108: Nippon Safes, Inc. – Introduction
Written by Torch
Doesn’t look very safe to me
Two years after my first ever playthrough for The Adventure Gamer, I’m finally up for another. Quite the gap, but – surprise! – we’re still doing games from 1992! We sure are taking our time here, or perhaps 1992 was just a particularly bountiful year. Either way, the next game up is Nippon Safes, Inc. This game was developed by Dynabyte software, an Italian game creator. I couldn’t find a lot of information about this company, but running a couple of Italian wikis through Google translate helped a little.
Dynabyte. I’m gonna go out on a limb and guess that it’s a portmanteau of dynamite and byte
Dynabyte made 6 games in all, of which 3 were adventure games. Nippon was the first in 1992, followed by Tequila & Boom Boom – a cartoonish western themed adventure named starring anthropomorphic animals – in 1994, and finally Big Red Adventure in 1995 ( 1997 on Amiga ).
Can you spot the KGB agent? ( It’s a trick question. They’re all KBG agents )
Big Red is a direct sequel to Nippon, but I doubt Tequila is related. Not sure how they’d make that work… In 1997 they either changed their name to Ludomedia or disbanded and then created a new company named Ludomedia, I can’t tell for sure. Either way they went out of business the same year, so I guess it doesn’t matter much.
Logos from ‘95-97 Can’t put my finger on it, but it’s like they didn’t fully commit to the new company name
That’s pretty much all I could dig up about Dynabyte, so if any Italian readers see this and know more, please feel free to chip in.
So let’s get back to the game at hand. I read about Nippon Safes Inc. in an Amiga magazine many years ago, and the cartoony graphics kind of caught my eye, but that’s the extent of my familiarity with this game, so I’ll start off by checking out the manual, to see what I can expect.
The story begins like this: “In the most disreputable parts of the Japanese metropolis of Tyoko,a shady character wanders around looking suspicious. What can this mysterious person be up to?”
Talk about suspense building.. To help me learn more about this mysterious character, I will be able to control the dynamic trio of….
“DOUG NUTS. He is an electronics genius who uses his knowledge for not exactly a lawful purpose (with meagre results). His career as an electronics engineer at Oxford ended abruptly when he was caught fiddling the results of the exams stored in the faculty computer. After moving to Japan, the homeland of electronics, he has problems with the law each time one of his breaking in gadgets doesn’t work quite like it was meant to.”
“DINO FAGIOLI. A former boxer of Italian origin, basically a good and honest soul,often falls into the traps set by people taking advantage of the fact that he tends not to think very hard. After a series of defeats in the boxing world, he boarded a ship bound for Japan as a deckhand. After getting into the umpteenth scrape he was thrown off the ship in Tyoko, where he is trying to make ends meet.”
“DONNA FATALE. A variety actress, she abandoned a promising career as a ballet dancer to follow the path of the glittering world of show business. She arrived in Tyoko dazzled by the promises of a self-styled impressario who, after having squandered all her possessions, left her to a life on the border of legality.”
Ok, so brains, brawn and… show tunes? How’s that for diversity? According to the manual, these guys are linked together, and I’ll be able to play them either one at a time, or I can alternate between them. This is referred to as something called the “Parallaction system”. Yes, “parallaction”. As in… “parallel action”. These Dynabyte guys seem to have a thing for wordplay. You may also have noticed that the name of the city where the action takes place is “Tyoko”. That’s not a typo ( or a tyopo – sorry, couldn’t resist ). The manual states that the city of Tyoko is located “somewhere not better identified half way between Tokyo and Kyoto as the crow flies.”
Easily one of the safest mountains to climb
In general, the manual has a certain… let’s call it “Lost in translation” vibe to it. In addition to character introductions, it also contains a test quiz, to help me decide which of the characters I should play. Hmm.. I thought I’m supposed to play them all eventually? Anyway, here’s an example question:
1)YOU ARE ON STAGE.YOU MUST CHEER UP THE EVENING.WHAT DO YOU DO?
I bring out all my artistic gifts. NA Nothing.I would feel out of place. NE Ever heard the one about the airship? WA
It doesn’t say how this helps me decide on a character though. Each answer corresponds to a 2-letter combination, and there are 6 questions so I can end up with a “word” like NARAKIWANAHO. I have no idea how this will help me with such an all-important decision, but hopefully we’ll find out when I actually start playing the game.
Lastly, the manual contains some information (fun facts) about Japan that may or may not be related to copy protection, including but not limited to Japanese written language, the geisha, fish, public baths, hotels and railways. This is actually a fairly interesting and a fun read, both for its content and for the sometimes strange English. Take this section about the subway trains:
To understand just how crowded they are, you should know that most stations have “oshiya”, or throwers-in. These are people charged with pushing the passengers inside the carriages. Each passenger is determined to get in, in order to reach his place of work on time, but the doors of the carriages will not work until until everyone has either got in or out. Since the other passengers are far to well-bred to interfere, these “oshiya” with their impecabble white gloves, help the poor devil make up his mind.
Having read through the manual, I feel ready to take on the game itself. The game is listed as working in ScummVM with a “Good” support level, but in for authenticity, I’ll be playing in Dosbox.
Tough call, but I’ll probably go for japanese engr… soll…sorry! English!
So join me next time as I make my way through the thriving metropolis of Tyo… wait, what?
So it WAS a tyopo after all
Anyway, prepare for a barrage of “safe”-related puns ( or maybe it’s better to Nipp(on) the whole thing in the bud ) as we explore the cartoony world of bank robberies and who knows what other crimes in an imaginary Japanese city.
Note Regarding Spoilers and Companion Assist Points: There’s a set of rules regarding spoilers and companion assist points. Please read it here before making any comments that could be considered a spoiler in any way. The short of it is that no CAPs will be given for hints or spoilers given in advance of me requiring one. As this is an introduction post, it’s an opportunity for readers to bet 10 CAPs (only if they already have them) that I won’t be able to solve a puzzle without putting in an official Request for Assistance: remember to use ROT13 for betting. If you get it right, you will be rewarded with 50 CAPs in return. It’s also your chance to predict what the final rating will be for the game. Voters can predict whatever score they want, regardless of whether someone else has already chosen it.
source http://reposts.ciathyza.com/game-108-nippon-safes-inc-introduction/
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noritermain · 3 years
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The Path to Becoming a Successful 우리카지노계열 Player #5417
There is also a side story about the history of the analysis of the game. Through the years, players and casinos have asked for an analysis of the game. If you think you may have a problem controlling your gambling behaviour, please contact:Gambling Helpline 1800 858 858 gamblinghelponline.org.au Gambling Help services are independently run and offer free, confidential support (available 24hours). They are in the specifics 52-card format. Card makers from ], the English renamed French suits to the Latin ones with which they were familiar. Hence the clovers were called clubs and pikes were named after the swords spade.  He was a mechanic who can allow one to get the right access to the company before starting his own company.
Until recently, neither metro area had convenience locations. Starting in 2007, the majority of Japanese pachinko machines started to include koatari (小当たり, small jackpot) into their payout systems. Besides the special prizes, prizes may be as simple as chocolate bars, pens or cigarette lighters, or as complicated as electronics, bicycles and other items. Under Japanese law, cash cannot be paid out directly for pachinko balls, but there is usually a small establishment located nearby, separate from the game parlor but sometimes in a separate unit as part of the same building, where players may sell special prizes for cash. Casino is of Italian origin; the root casa means a house. The term casino may mean a small country villa, summerhouse, or social club.[1] During the 19th century, casino came to include other public buildings where pleasurable activities took place; such edifices were usually built on the grounds of a larger Italian villa or palazzo, and were used to host civic town functions, including dancing, gambling, music listening, and sports. Examples in Italy include Villa Farnese and Villa Giulia, and in the US the Newport Casino in Newport, Rhode Island. In modern-day Italian, a casino is a brothel (also called casa chiusa, literally "closed house"), a mess (confusing situation), or a noisy environment; a gaming house is spelt casinò, with an accent.
The reason behind this is that in Spain this game was known under different names, like Brag, Pochen, Primero, or even Poque. What’s the one thing all these variations had in common, you ask? https://en.wikipedia.org/wiki/?search=토토커뮤니티사이트 You can get paid more than 1 to 1 on your ‘Play’ bet, though. If you’re dealt a hand that’s two pair or better, payouts are made according to the following table.Two pair pays 2 to 1,Three of a kind pays 3 to 1,Straight pays 4 to 1,Flushes pay 5 to 1,Full boats pay 7 to 1,Quads are paid at 20 to 1,Straight flushes pay 50 to 1,Royal flush pays 100 to 1,These bets will only get paid if two conditions are met: Any two cards of the same rank together with another two cards of the same rank. Our example shows the best possible two-pair, Aces and Kings. The highest pair of the two determines the rank of the two-pair. The same game also offers 5+1 side bet with the objective to make the best possible five-card hand by combining your own cards and the dealer’s face-up card. It pays on Three of a Kind or better, and comes with the highest potential win of 1,000 to 1.
Even the more run-of-the-mill continental cards tended to have elegantly clad and fashionably coiffured ladies instead of crowned queens. Likewise, a craps player who does not understand the available options might make bets giving the house a 16.67 percent edge, when bets are available at the same table that limit the house advantage to .6 percent. It is also available with other pay schedules that have lesser theoretical returns:Some casinos offer 3–4–5 odds, referring to the maximum multiple of the line bet a player can place in odds for the points of 4 and 10, 5 and 9, and 6 and 8, respectively.
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Today, Blackjack is the one card game that can be found in every American gambling casino. Example: First ball is 22. All numbers beginning or ending with a 2 is considered a called number. This betting system relies on the gambler's fallacy—that the player is more likely to lose following a win, and more likely to win following a loss.Typically, the more numbers a player chooses and the more numbers hit, the greater the payout, although some paytables pay for hitting a lesser number of spots.
Most often, this is done either by telling a dealer to place a specific bet "for the boys" -- bets on 11 or the field are among frequent choices -- or by placing a bet on one of the "hard ways" and telling the dealer it goes both ways. There are also games where the highest and lowest hands divide the pot between them, known as "high low split" games. Singapore is an up-and-coming destination for visitors wanting to gamble, although there are currently only two casinos (both foreign owned), in Singapore. The Marina Bay Sands is the most expensive standalone casino in the world, at a price of US$8 billion, and is among the world's ten most expensive buildings. The Resorts World Sentosa has the world's largest oceanarium.he attempt took place in Malta and still stands today.
On season 1 of ITV1's Red or Black?, a player can win £1,000,000 by guessing either red or black on the roulette wheel. The dealer's portion is often called a "toke" bet, which comes from the practice of using $1 slot machine tokens to place dealer bets in some casinos. When the dealer has served every player, the dealers face-down card is turned up. 메이저추천 In 2001, the British company — BS Group — bought a stake in Tokyo Plaza, which was running almost 20 parlors in all of Japan, and had also opened parlors in the United Kingdom.
In other casinos such as those in Atlantic City, hard ways are not working when the point is off unless the player requests to have it working on the come out roll. Video poker games online are now available in the US in 3 different states: New Jersey, Delaware, and Nevada. Players in all three states are able to enjoy fully regulated online video poker games provided that they are physically present in the respective state, of legal age to gamble, and can validate their identity. When that cut card comes out, the dealer may not start another hand, regardless of what the player wants and how much he's willing to tip.Three may also be referred to as "ace caught a deuce", or even less often "acey deucey".
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ideacollector · 7 years
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Continuous urbanization in Japan
The continuity of urbanism along the 500km shinkansen bullet train track between Osaka and Tokyo was astonishing. Throughout the journey, the buildings almost never thinned out, and at no point did I feel like we were in suburbia, let alone true countryside. The route went through Kyoto and Nagoya, both major cities in their own right, and there was a continuous metropolitan zone along the entire shinkansen line.
At the same time, I was surprised by Japan's lack of density, especially in Tokyo. I didn't find any one area that felt especially built up. The entire metropolitan area is highly populated, and the median building height is greater than most American cities, but there was no central urban core with significantly higher density than the surrounding areas. Instead, the height level of buildings was mostly continous across all neighborhoods. By contrast, major American cities tend to have an extremely dense, bustling center with steadily decreasing density in neighborhoods radiating out from that core. This is usually a business and shopping district with high rise apartments. Many people live in that center, but even more commute in and out each day for work.
Japanese cities' lack of centers with extreme density surprised me. My intution about how cities formed was a life-scale Hotelling Game , in which the optimal location for a new enterprise is in the middle of where everything else is. This minimizes the distance to the greatest number of amentities, shops, people, and so on, and so it is the highest value land. Businesses want to be where people are, and people want to live close to their schools and work. This creates a cycle in which city centers are valuable, incentivizing developers to build denser, taller buildings. As more people in, the land in those centers because even more valuable, which incentivizes more building. With all these uses vying for the same space, the only alternative to build up, and you get urban cores with a far greater average building height than the surrounding areas. (Of course this is a simplification — zoning rules, geography, weather, and more affect land values, too. But the Hotelling dynamic plays a role in shaping the density and land values of cites. You can see the effect in the Google Earth images of New York and San Francisco below.)
Google Earth view of Manhattan _. The Financial District on the south end of the island and Midtown just below Central Park are extremely dense. Concentration of people draws in businesses and shops, which in turn makes it a more attractive place to build housing, transit, and amenities. Meanwhile, building height drops off quickly outside of these centers. The median number of floors in Greenwich Village (around Washington Square Park) is less than four!_
Google Earth view of San Francisco _. San Francisco is a striking illustration of this phenomenon. It's is a bit unfair, because most in neighborhoods outside of the Financial District and (_ as of 2015 ) Mission Bay, buildings are limited to 4-6 stories. However, the SF's neighborhoods for the most part took on their current form before building codes cemented it, so Hotelling still provides a useful model.
Japanese cities don't appear to follow this logic. Tokyo's tall buildings are fairly even distributed throughout the city. There is variation of course, and neighborhoods like Ueno are more spread out than others, but there is no single area that is far taller than the rest. The closest thing to "downtown" was the area around Tokyo Station, but that was more a function of its role as an intercity transit hub connecting the shinkansen lines than of being the central business district.
Google Earth view of central Tokyo .
I'm still at a loss as to what caused this dynamic. My best guess is that the city developed alongside a mature, well-supported rail system that could whisk people from one part of the city to another, so the advantage of being in the middle of it all was lower. Manhattan's subway system could be described in much the same way though, so this answer is not satisfying.
Japanese land use regulations are also very different from their counterparts in the US , so that certainly played a part too. It's possible that this accounts for most of the difference. In the San Francisco most neighborhoods limit buildings to 4-6 stories, which artificially enforces the funnel shape, where the old parts of the city that were dense before regulations took hold are the only place where tall buildings are allowed in the first place. Other US cities follow a similar regulatory pattern. This raises an interesting question — if SF lifted all density limits, where would we see growth? Would the financial district grow even taller, or would the surrounding neighborhoods build out to match its height? My guess is it would be a mixture of the two, with further densification of the core as well as development of the surrounding areas, with lessening growth as you went outward. Overall though, the effect would likely be an evening of heights across the city. I'd guess that the variance in median heights between neighborhoods would decrease, and we'd have a situation closer to that of Tokyo.
I'm not well-versed in the history of Japanese land use. So if you have any other ideas about why their building height variance is low, please let me know!
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