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This is an old revision of this page, as edited by 72.74.201.249 (talk) at 03:21, 13 June 2008 (John Nutt: new section). The present address (URL) is a permanent link to this revision, which may differ significantly from the current revision.


Joseph Yen Mah

He is the father of Adeline Yen Mah, married to Jeanne Prosperi. He enjoyed sucess in his buisness ventures in Hong Kong and China. He failed as a father however in showing favoritsm to his son and neglect to his daughter. At his death, Adeline's stepmother Jeanne took full responsibility of his assets and money, leaving Adeline nothing.

low distortion unit

LOW DISTORTION UNIT is a french industrial band / sound designers group from France created by Thierry Th Desseaux in 2001 during the making of the video game "alone in the dark : the new nightmare". LOW DISTORTION UNIT specialized for a long time in the realization of soundtracks. Its music and sound design have appeared in short-films and video games, such as "alone in the dark : the new nightmare" (2001), "cold fear" (2005)...
LOW DISTORTION UNIT actually consists of Thierry Th Desseaux and Lucas_a (Lucas Albert).

Sources

MUSIC OF THE GAME ALONE IN THE DARK : THE NEW NIGHTMARE (43 tracks available on the band website)

EDGE - February 2000 - England - (PS One / Dreamcast versions)
Like all horror games, audio is a crucial role in Alone in the dark IV and the final stop on Edge's exploration of Darkworks is the music and sound effects department. Early versions of the soundtrack are somewhat surprising - despite the game's almost gothic milieu, it veers from the expected choral chants to industrial guitars redolent of Nine Inch Nails. The composers point to movies such as The Matrix, Scream, Nikita and Fight Club - all using non-symphonic backdrops to good effect. It's testament to the power of sound that where a monster mauling Edward in an out-of-context animation snippet merely provokes nods of admiration, the equivalent audio file has everyone recoiling in horror. All the samples are newly captured from the real world, wich the wide variety of locations in the game make especially difficult. Imagine recording enough samples for the hero's footsteps to cater for the wide variety of terrain. It must prove exhausting.

JOYPAD - April 2000 - France - (PS One version)
An extreme quality characterises the sound environment. "One of our goals was to create a totally original sound environment" says Thierry Desseaux (sound designer). Unusually, the sound staff didn't use any soundbank. With a DAT and two microphones, Thierry and Jean-Sébastien travelled to real locations with the same mood as used in the game. "It was a bit scary to find ourselves recording at moonlight in a cemetery, an old mortuary site or in a cave" confesses Thierry. The same technique has been used to simulate the weapons. Screams of different monsters were done through the mixing of real animal screams and human screams ! That part of the process took them six month to create all the in-game sound including something like 63 footsteps. You can't say that of Code Veronica ! Concerning the music, Thierry and Jean-Sébastien chose a renowned composer to add the sound track to the FMV and they kept the in-game tracks for their own. Our sound-designers opted for an industrial-gothic mix very oppressive, which recalls Nine Inch Nails. But again they avoided the easy-noisy-boring work (as in Silent Hill) in order to create the good mood in one hand, and in the other hand to keep players awake. It means that the music will be interactive. It will follow the actions of the hero toward the different locations in the game. Lastly, Thierry and Jean-Sébastien were inspired by movies like The Crow, Matrix, Seven, Fight Club… Seems to me that it could have been worse, doesn't it ! As you can feel all the elements have been put together in order to spook you in front of your screen.

TOTALVIDEOGAMES.COM - May 2001 - England - (PS One version)
http://www.totalvideogames.com/articles/Alone_In_The_Dark_The_New_Nightmare_14.htm
The Sound in the game is fantastic, and once again a pure work of genius ; I have mentioned this in my reviews before, and this is just another example of how sound in a game of this genre can really make it more complete. From the cracking of the lightning or the screaming of deadly creatures, you should have your TV set on high with the curtains closed for the ultimate spooky effect.

GAME POWER AUSTRALIA - June 2001 - Australia - (PS One version)
The game's audio is brilliant, the ambiance generated by the music is subtle, yet effective.
Sound : 8.5 / 10

PS2 FANTASY - February 2002 - USA - (Playstation 2 version)
Sounds are surely the best feature of Alone in the dark : the new nightmare. Sounds effects are varied, scary and are a strong support to the weak graphics of the game. From mysterious whispers to sinister groans, the developers created an excellent scary background for the adventure.
There are good orchestral themes that fit nicely the atmosphere of the game.
Sound : 8 / 10

77.204.68.134 (talk) 01:34, 13 June 2008 (UTC)[reply]

John Calles to John Callis (pirate)

Monkey Cloud

Monkey testing is an established testing process in the field of Software Testing.

The Dumb Monkey

the dumb Monkey is an established testing process by which a randomized program "walks" through a path of a program. The dumb monkey randomly traverses a path in the program. After a long time the monkey will "walk" through all possible paths of the program. The benefit of the "dumb" monkey is that it illustrates all possible paths through a program. This can be useful in programs that have complex paths.

Monkey Labor

The term "monkey labor" refers to testing hours that are completed through simple automation. The term comes from the slang term Code Monkey (which is the person who typically creates the Dumb Monkey). The term monkey labor is used as a joke, it is in fact a positive effect of automated test processes.

Monkey Cloud

A monkey cloud is a cloud of testing "monkeys" these "monkeys" are then used to test programs across a distributed computing network.


Sources

Software Testing and Performance magazine, article by Daniel Derr

69.150.57.124 (talk) 03:01, 13 June 2008 (UTC)[reply]

John Nutt (fl. 1620-1623) was a 17th century English pirate. He was one of the more notorious brigands of his time raiding the coast of southeastern Canada for over three years before his capture by John Eliot in 1623.

Biography

Born in Lympstone, England, John Nutt arrived in Newfoundland as a gunner on a Dartmouth ship around 1620. He decided to settle in the area permenantly and moved his family to live in Torbay, Newfoundland. He soon organized a small crew with whom he siezed a small French fishing boat as well as two other French ships (another account claims the ships were English and Flemmish) before returning to the western coast of England.

He would continue raiding shipping in the Newfoundland-area for over three years before he requested a royal pardon from John Eliot, the Vice Admiral of Devon. Eliot agreed in exchange for a ₤500 pound bond, however he was arrested by Eliot and imprisoned once back in England. Tried and convicted for piracy, Nutt was about to be hanged when George Calvert, then Secretary of State, intervened on his behalf having been a friend and associate of his while Nutt and his family were living in the Avalon Colony. Nutt was also granted ₤100 pounds in compensation while Eliot, for his betrayal, was imprisoned. [1]

References

  1. ^ "John Nutt, Newfoundland Pirate". Piracy in early Newfoundland history. Terra Nova Greens. {{cite web}}: Cite has empty unknown parameters: |accessdaymonth=, |month=, |accessyear=, |accessmonthday=, and |coauthors= (help)

Further reading

  • Copplestone, Bennet and Frederick Kitchin. Dead Men's Tales. Edenburgh and London: William Blackwood & Sons, 1926.
  • Cordingly, David. Under the Black Flag: The Romance and the Reality of Life Among the Pirates. New York: Random House, 1996. ISBN 0-679-42560-8

72.74.201.249 (talk) 03:21, 13 June 2008 (UTC)[reply]