SPEEDRUNNER SYSTEM FOCUS The SpeedRunner system's primary focus is speed and agility. For strength, Speed-Runner offers training to stabilize your body during sprints and change-of-direction movements (i.e., agility), promote injury ...
Author: Pete Magill
Category: Sports & Recreation
In SpeedRunner, celebrated running coach Pete Magill reveals his 4-week training plan to make any athlete into a faster runner—no matter the sport, age, gender, experience, or goals. In every sport that includes running, the difference between the best and the rest is tenths of a second. In most team sports like football, soccer, basketball, baseball and in distance running and triathlon—simple leg speed makes champions. By targeting the neuromuscular system and strengthening muscle and connective tissue, Magill’s SpeedRunner program builds speed, strength, agility, coordination, balance, proprioception, and explosive power so athletes can excel. Magill developed his SpeedRunner program over decades of experience coaching athletes of all ages from short sprints to the marathon. He’s led his club to two dozen US National Masters Championships in road running and cross country. As a 5-time USA Masters Cross Country Runner of the Year and multiple American and world age-group record holder himself, Magill is proof that his training methods are effective. Over the four weeks of the SpeedRunner program, you’ll focus on faster acceleration, top-end speed, strength, agility, and speed endurance. Magill also offers speed-only training and supplemental sessions to further hone your top-end speed, core musculature, and whole-body strength. The SpeedRunner plans balance training volume and intensity with recovery to ensure rapid, injury-free gains. Bottom line: The ability to run well is a fundamental skill required for success in any sport that includes running. SpeedRunner can transform your running performance.
THE NETSPEED SPEEDRUNNER 100 features QuickDial and a Windows-based configuration manager. ... the ISDN bandwagon only to have my hopes dashed when I saw it in action, I was more than a little dubious about the NetSpeed SpeedRunner 100.
InfoWorld is targeted to Senior IT professionals. Content is segmented into Channels and Topic Centers. InfoWorld also celebrates people, companies, and projects.
Snok informed Rishc that it was a Yula-13 Speedrunner. Shaped like a giant boot, it had a tall aft section containing multiple engines for unbelievable speed. Rishc could see a few of the speedrunner's numerous wheels protruding ...
Author: Jason C. Enders
Publisher: Trafford Publishing
The mysterious Guardians return in a bizarre time of severe crisis and intrigue to take on four deadly perils in space threatening to take the galaxy by storm.
Whether in the first thirty seconds or the last minute of a two-hour run, most of a speedrunner's attempts will end in failure. A slip of the thumb on the controller, bad RNG—anything but a minor mistake will cause the current ...
Author: David Snyder
Category: Games & Activities
If you grew up in the 80s or 90s there's a good chance you've played Super Mario Bros. for the Nintendo Entertainment System. More than 30 years after its release in 1985 the side-scrolling platformer remains one of the best-selling video games of all time. Maybe you can hum the theme song, and you've found the secret warp pipe in World 1-2, but have you ever actually beaten the game? If so, how long did it take you? Hours? Days? Weeks? In late 2016, an American gamer known online as "darbian" rescued the Princess Peach in 4 minutes and 56 seconds. This is video game "speedrunning" and darbian is one of the best speedrunners around. Speedrunners use their knowledge of the game and quick reflexes in an attempt to complete video games in the fastest time possible. In this book you'll learn about the history of speedrunning, the techniques involved, and what it takes to play games fast in ten interviews with star speedrunners like darbian.
The Speedrunner 300 inverse mux has also an Ethernet or fast Ethernet port and three RJ-11 ADSL jacks providing adjustable transmission rate according to the length and quality of the phone line, for $8,995. The PCIrunner adapter cards ...
Author: Dragan Nikolik
Publisher: Springer Science & Business Media
The implementation of Enterprise Networks or e-Networking is of paramount importance for organisations. Enterprise-wide networking would warrant that the components of information architecture are organised to harness more out of the organisation's computing power on the desktop. This would also involve establishment of networks that link the various but important subsystems of the enterprise. Our firm belief is that in order to gain a competitive edge the organisations need knowledge and sound strategy. This conviction is particularly true today, considering the pressures from international competition, environmental concerns and complicated ethical issues. This book, entitled A Manager's Primer on e-Networking, negotiates the hyper dimensions of the Internet through stories from myriad of Web sites with its fluent presentation and simple but chronological organisation of topics highlighting numerous opportunities and providing a solid starting point not only for inexperienced entrepreneurs and managers but anyone interested in applying information technology in the business. I sincerely hope the book will help as well many small and medium size companies and organisations to launch corporate networking successfully in order to attain their strategic objectives. Rajiv Jayashankar, Ph. D.
Speedrunning also entails what could be called queer forms of knowing, especially in relation to time and space. A successful speedrun requires a markedly detailed knowledge of a game. In particular, a speedrunner must know the ...
Author: Bonnie Ruberg
Publisher: NYU Press
Category: Social Science
Argues for the queer potential of video games While popular discussions about queerness in video games often focus on big-name, mainstream games that feature LGBTQ characters, like Mass Effect or Dragon Age, Bonnie Ruberg pushes the concept of queerness in games beyond a matter of representation, exploring how video games can be played, interpreted, and designed queerly, whether or not they include overtly LGBTQ content. Video Games Have Always Been Queer argues that the medium of video games itself can—and should—be read queerly. In the first book dedicated to bridging game studies and queer theory, Ruberg resists the common, reductive narrative that games are only now becoming more diverse. Revealing what reading D. A. Miller can bring to the popular 2007 video game Portal, or what Eve Sedgwick offers Pong, Ruberg models the ways game worlds offer players the opportunity to explore queer experience, affect, and desire. As players attempt to 'pass' in Octodad or explore the pleasure of failure in Burnout: Revenge, Ruberg asserts that, even within a dominant gaming culture that has proved to be openly hostile to those perceived as different, queer people have always belonged in video games—because video games have, in fact, always been queer.
Ocarina of Time makes the top 20 list is when a famous speedrunner like CosmoWright is playing. He gets 99% of the viewers in that game section because he is a recordbreaking speedrunner who is already famous outside of Twitch.
Author: Deividas Gustys
Publisher: Lulu Press, Inc
Getting Viewers to watch your live stream is hard. There are thousands of streamers that make money playing games. Most of these streamers don’t have any special skills, yet they have achieved what most gamers can only wish for: getting paid to play video games. What made these top streamers stand out? Was it luck? Being at the right place, at the right time? Or something else? If you're serious about starting your streaming career (or improving it). This book includes all the lessons and resources you need to get on your way right now. - Things you need to know before you begin your Streamer's journey - Various techniques and tricks on how to get Viewers. From your first ones, until hundreds and UP. - How to keep your viewers loyal by keeping them engaged and entertained. - Money - How to earn more, how to calculate your income, many more things. - What comes after "success" - PLUS MUCH MORE!
When we tested Netspeed's Speedrunner equipment at 5,000 feet , the best we could get was 2.2 Mbit / s by 1.1 Mbit / s . -DAVID LACEY , PRESIDENT , AVALON NETWORKS INC . Iowa City , Iowa ) We couldn't get 3Com's Viper , Netspeed's ...
You've previously known of her accomplishments as the #1 player of the death game Project_DH. To many, her gameplay stats and skill have made her an enigma to the hundreds of alpha testers imprisoned in the game as well as the developers assisting them. Now, you'll get to see the player behind the infamous avatar of IMMORtAL_Kalika, a determined young woman who carries the burden of a great tragedy within her, a tragedy that gives her strength, but one that only threatens to crush her from the inside out.
(Jobst himself is a speedrunner and gave the record a go but could manage only to get within a second of Midnight). You read that right: the video is an in-depth examination of how a speed-runner—a subset of gamer who tries to get the ...
Author: Ph. D Strunk
Publisher: Rowman & Littlefield
Category: Social Science
Once considered niche, fringe, and the hobby of only outsiders or loners, video games have rapidly become one of the most popular and influential artistic forms of this century. Their imagery is near ubiquitous—children, adults, and even professional athletes know what a Fortnite dance is without having played the game, and every conversation about violence in media eventually turns toward Grand Theft Auto. We’ve reached a point where, through streaming platforms like Twitch, games don’t even need to be played to be enjoyed, as whole robust communities form around watching others play. Games have grown into more than just products; they’re touchstones, meaning that they’ve become popular enough for something radical to have happened: even while culture shapes our games, games have simultaneously begun shaping our culture. In Story Mode, video games critic and host of the No Cartridge podcast Trevor Strunk traces how some of the most popular and influential game series have changed over years and even decades of their continued existence and growth. We see how the Call of Duty games—once historical simulators that valorized conflicts like World War II—went “modern,” complete with endless conflicts, false flag murders of civilians, and hyperadvanced technology. It can be said that Fortnite’s runaway popularity hinges on a competition for finite resources in an era of horrific inequality. Strunk reveals how these shifts occurred as direct reflections of the culture in which games were produced, thus offering us a uniquely clear window into society’s evolving morals on a mass scale. Story Mode asks the question, Why do video games have a uniquely powerful ability to impact culture? Strunk argues that the participatory nature of games themselves not only provides players with a sense of ownership of the narratives within, but also allows for the consumption of games to be a revelatory experience as the meaning of a game is oftentimes derived by the manner in which they are played. Combining sharp criticism of our most beloved and well-known video game series with a fascinating discussion of how our cultural values form, Story Mode is a truly original examination of the unique space games now occupy, from one of the sharpest games critics working today.
But if you wish it, it is not impossible in God's name, even as the nearest churches sent bishops, and the others presbyters and deacons.” In his letter to Polycarp, Ignatius introduces the image of speedrunner with the title ...
Author: Allen Brent
Publisher: Bloomsbury Publishing
Ignatius of Antioch (died c. 115) is one of the Apostolic Fathers of the Christian Church. In his letters to other churches he re-interpreted church order, the Eucharist and martyrdom against the backcloth of the Second Sophistic in Asia minor by using the cultural material of a pagan society. He so formed the idea and theology of the office of a bishop in the Christian church. This book is an account of the circumstances and the cultural context in which Ignatius constructed what became the historic church order of Christendom. Allen Brent defends the authenticity of the Ignatian letters by showing how the circumstances of Ignatius' condemnation at Antioch and departure for Rome fits well with what we can reconstruct of the internal situation in the Church of Antioch in Syria at the end of the first century. Ignatius is presented as a controversial figure arising in the context of a church at war with itself. Ignatius constructs out of the conflicting models of church order available to him one founded on a single bishop that he commends to Christian communities through which he passes in chains as a condemned martyr prisoner.
Figure 112 represents a medium-speed runner, the angle 5 being approximately 90° and the angle a larger than in the previous type. Figure 113 represents a high-speed runner for low heads and relatively large quantities of water.
The development from the purely radial - inward flow machine to a mixed - flow machines with nearly axial outflow became necessary because of the limitation on machine capacity for the slow speed runner ...
However, in 2007, it was served by one of the Speedrunner catamarans which, according to a plaque inside, was the former 'Hoverspeed GB', winner of the Blue Riband for the fastest crossing of the Atlantic in an earlier life.
Author: John Bishop
Publisher: Troubador Publishing Ltd
Will There Be Toilets on Delos? is a record of visits to 60 inhabited Greek islands.
“We try to engage with that speedrunner community because those are the people we are,” Velasco said. “I grew up speedrunning Mega Man 2 and Super Metroid, so [speedrunning is] near and dear to me.” “Even if you're not speedrunning it ...
Author: David L. Craddock
Publisher: CRC Press
Category: Games & Activities
Game Dev Stories: Interviews About Game Development and Culture Volumes 1 and 2 are a collection of interviews from renowned author David L. Craddock as he explores all corners of the video game industry. Collected from the author's archives, Game Dev Stories gathers conversations with individuals from all corners of the industry: Who they are, the paths they paved, and their contributions to this multibillion-dollar industry. This text offers viewpoints from well-known individuals like John Romero, Tom Hall, and Matt Householder. From artists and writers to programmers and designers, Game Dev Stories offers amazing insights and understanding to what occurs behind the screens of your favorite games and may help inspire future game developers in pursuing their dreams. Author Bio David L. Craddock writes fiction, nonfiction, and grocery lists. He is the author of over a dozen nonfiction books about video game development and culture, including the bestselling Stay Awhile and Listen series, Arcade Perfect: How Pac-Man, Mortal Kombat, and Other Coin-Op Classics Invaded the Living Room, and fiction for young adults, including The Dumpster Club and Heritage: Book One of the Gairden Chronicles. Find him online @davidlcraddock on Twitter.
The speedrunner-as-trifler understands that rules are imperfect and systems are violable, provided that enough people come together to break them apart; their entire practice depends on this knowledge. Because speedrunners recognize ...
Author: Liam Mitchell
Publisher: John Hunt Publishing
What can videogames tell us about the politics of contemporary technoculture, and how are designers and players responding to its impositions? To what extent do the technical features of videogames index our assumptions about what exists and what is denied that status? And how can we use games to identify and shift those assumptions without ever putting down the controller? Ludopolitics responds to these questions with a critique of one of the defining features of modern technology: the fantasy of control. Videogames promise players the opportunity to map and master worlds, offering closed systems that are perfect in principle if not in practice. In their numerical, rule-bound, and goal-oriented form, they express assumptions about both the technological world and the world as such. More importantly, they can help us identify these assumptions and challenge them. Games like Spec Ops: The Line, Braid, Undertale, and Bastion, as well as play practices like speedrunning, theorycrafting, and myth-making provide an aesthetic means of mounting a political critique of the pursuit and valorization of technological control.
assisting the speedrunner. Additionally, toting advanced weaponry or armour, may also serve to minimise the risk to the gamer which, as we haveseen, may giverisetomore adventurous performances. Ultimately,then, the practice of ...
Author: James Newman
Category: Social Science
Playing with Videogames documents the richly productive, playful and social cultures of videogaming that support, surround and sustain this most important of digital media forms and yet which remain largely invisible within existing studies. James Newman details the rich array of activities that surround game-playing, charting the vibrant and productive practices of the vast number of videogame players and the extensive 'shadow' economy of walkthroughs, FAQs, art, narratives, online discussion boards and fan games, as well as the cultures of cheating, copying and piracy that have emerged. Playing with Videogames offers the reader a comprehensive understanding of the meanings of videogames and videogaming within the contemporary media environment.
The veteran speedrunner Jeff Feasel, for example, predicts the location and composition of every random battle in Final Fantasy (1987) by walking the exact same number of steps at the exact same speed every time he plays the game.
Author: Stephanie Boluk
Publisher: U of Minnesota Press
Category: Games & Activities
The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as “games about games,” metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play. Metagaming uncovers these alternative histories of play by exploring the strange experiences and unexpected effects that emerge in, on, around, and through videogames. Players puzzle through the problems of perspectival rendering in Portal, perform clandestine acts of electronic espionage in EVE Online, compete and commentate in Korean StarCraft, and speedrun The Legend of Zelda in record times (with or without the use of vision). Companies like Valve attempt to capture the metagame through international e-sports and online marketplaces while the corporate history of Super Mario Bros. is undermined by the endless levels of Infinite Mario, the frustrating pranks of Asshole Mario, and even Super Mario Clouds, a ROM hack exhibited at the Whitney Museum of American Art. One of the only books to include original software alongside each chapter, Metagaming transforms videogames from packaged products into instruments, equipment, tools, and toys for intervening in the sensory and political economies of everyday life. And although videogames conflate the creativity, criticality, and craft of play with the act of consumption, we don’t simply play videogames—we make metagames.
44 On speedrun.com , the community keeps records of assisted ( and unassisted ) speedruns based on uploaded videos or livestreamed playthroughs , where the moderators are always careful to verify that a speedrunner who has set a record ...
Author: Alex Custodio
Category: Game Boy video games
"GBA is the progentitor of handheld gaming platforms today. Who are You? offers fresh ways of thinking about the production, circulation, and actual use of a video game platform"--
How a speedrunner broke Prey in three days ' , Vice ( 10 May 2017 ) ; online at vice.com/en_us/article/wnwxvb/ how - a - speedrunner - broke - prey - in - three - days ( accessed 26 February 2020 ) . Rivera , Joshua .
Author: Edward Ross
Publisher: Penguin UK
Category: Comics & Graphic Novels
Pac-Man. Mario. Minecraft. Doom. Ever since he first booted up his brother's dusty old Atari, comic artist Edward Ross has been hooked on video games. Years later, he began to wonder: what makes games so special? Why do we play? And how do games shape the world we live in? This lovingly illustrated book takes us through the history of video games, from the pioneering prototypes of the 1950s to the modern era of blockbuster hits and ingenious indie gems. Exploring the people and politics behind one of the world's most exciting art-forms, Gamish is a love letter to something that has always been more than just a game.