recursal/Fanatic-Fandom huggingface dataset:
Operațiunea Comedie Junior

***Operațiunea Comedie Junior*** (Romanian for *Operation comedy junior*) is a Romanian reality competition based on the *Goofball Academy* franchise. This is the kids version of *Operațiunea Comedie*.

## Format

Casting calls are accepted online. Participation is only available for contestants between the ages of 6 and 14.
Orbital Mechanics for Analog Input

Dead Space is everywhere in a GUI. It's wasteful, and ugly, but it does serve a purpose...poorly.

I'm not speaking of visual separation, that is what that is and does what it does. What I'm speaking of is the direct correlation between analog input and visual separation. It's a bad way to do what's being done.

What does input dead space do? It serves as a visualized input tolerance between points of interest, and as an "extra option" for the background space.

Regarding the latter: do we need an ever present, immediately adjacent option for the space itself? Do we rearrange the space as often as we access items within it? In any case, we can still offer this with other systems, perhaps even better by offering distinct "in-between" options.

Now, for the former. Dead space grants a tolerance...but only as consistent as the visual spacing. Closely spaced items have less tolerance than vastly separated items, and this practically never correlates with or respects any need or use. Arguably, you'll need and/or want the same tolerance between every item.

Disassociating the input distance from the visual distance allows a restructure of input that makes far better use of analog input. It allows more options, such as exponential/hierarchal selection modes via Rate Modes in Analog Input.

How could an orbital mechanism work? Two components: Orbits with distance/magnitude, and exit angle, for each item in a GUI space.

The simplest system of orbits would be a single orbit for each item, consisting of each item adjacent to the current highlighted. Analog input with a positive projection/dot product along the exit angle above a threshold increases magnitude. The magnitude should be indicated visually, ideally by a scaling of selection highlighting, perhaps a halo of increasing intensity. Input below a certain threshold results in decay of magnitude to 0; a rate mode that removes travel due to analog "fidget". Direction projecting negatively on exit angle reduces magnitude.

Any number of orbits can exist as "in-between space", that could be selected just as standard empty space in a standard GUI.

The exit angle would be a normalized vector describing the average direction of input. This should be visualized in two parts: the first a discrete pointer towards the object that would be selected as if the current magnitude were sufficient; either with a pointer or a directional defect in the selection highlighting of the current object; and the deflection of the actual average, indicated with a "leaning" of the discrete pointer or a "defect of the defect".
Komediakoulu Jr.

***Komediakoulu Jr.*** (Finnish for *Comedy school junior*) is a Finnish reality competition based on the highly successful *Goofball Academy* franchise. This is the kids version of *Komediakoulu*.

## Format

Casting calls are accepted online. Participation is only available for contestants between the ages of 8 and 14.
Into the Unknown

**Artist**
 **Released**
 **Genre**
 **Length**
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 **Songwriter(s)**

"**Into the Unknown**" by Panic! at the Disco was played during postcards of multiple contestants in the *Goofball Academy* franchise, including, but not limited to:

* Snežana Franchuk (*Akademiya Hufbolu: Dity* season 8)
* Sanna Dahlström (*Goofball Academy Junior*, Norwegian season 5)
* Brandon Levonnian (*Académie Goofball Junior*, season 16)
* Oksana Jafarova (*Yumor Məktəbi kiçik*, season 1)
* Alina Sedrakyan (*Humor Akademia: Yerekhaner*, season 8)
* Léontine Yusuf (*Goofball Academy Junior*, American season 19)

## Lyrics

*(Oh oh oh oh)

(Oh oh oh oh)

Into the unknown

Into the unknown

Into the unknown

(Oh oh oh oh)

I can hear you but I won't

Some look for trouble while others don't

There's a thousand reasons

I should go about my day

And ignore your whispers

Which I wish would go away, oh

Oh…

You're not a voice

You're just a ringing in my ear

And if I heard you, which I don't

I'm spoken for I fear

Everyone I've ever loved

Is here within these walls

I'm sorry, secret siren

But I'm blocking out your calls

I've had my adventure

I don't need something new

I'm afraid of what I'm risking

If I follow you

Into the unknown

Into the unknown

Into the unknown

(Oh oh oh oh)

(Oh oh oh oh)

What do you want?

Cause you've been keeping me awake

Are you here to distract me

So I make a big mistake?

Or are you someone out there

Who's a little bit like me?

Who knows deep down I'm not

Where I'm meant to be?

Every day's a little harder

As I feel your power grow

Don't you know there's part of me

That longs to go

Into the unknown?

Into the unknown

Into the unknown

(Oh oh oh oh)

(Oh oh oh oh)

Oh…

Are you out there?

Do you know me?

Can you feel me?

Can you show me?

Ooh

(Ah) ooh

(Ah) ooh

(Ah) ooh

(Ah) ooh

(Ah) ooh

Where are you going?

Don't leave me alone

How do I follow you

Into the unknown?

Woo!*

## Videos

Panic! At The Disco - Into the Unknown (Official Video)Music Video
Operación Comediante (Argentine TV series)

***Operación Comediante*** (Spanish for *Operation comedian*) is an Argentine reality competition based on the highly successful *Goofball Academy* franchise. The show was cancelled after six seasons in order for El Trece to focus more on the kids version, but returned from 2020 onward. As of 2023, both versions continue to air.

## Format

Casting calls are accepted online. Participation is only available for contestants over the age of 16.
Operación Comediante Junior (Ecuadorian TV series)

***Operación Comediante Junior*** (Spanish for *Operation comedian junior*) is an Ecuadorian reality competition based on the highly successful *Goofball Academy* franchise. This is the kids version of *Operación Comediante*.

## Format

Casting calls are accepted online. Participation is only available for contestants between the ages of 7 and 14.
Achtbaan

"**Achtbaan**" (Dutch for *Rollercoaster*) is a song by Belgian singer Pieter Vreys.

This was a background song in season 10 of *Goofball Academy Vlaanderen Junior*.

## Lyrics

*???

Ketting een voor onder de twee

???

Oh woah, oh woah, woah oh

???

Oh woah, oh woah, woah oh

???

???

Zo vol ik mij

???

Oh woah, oh woah, woah oh

???

Oh woah, oh woah, woah oh

???

???

Zo vol ik mij

???

???

Oh woah, oh woah, woah oh

Oh woah, oh woah, woah oh

???

Ben dacht (?) jij*
Komedijska škola Junior

***Komedijska škola Junior*** (Croatian for *Comedy school junior*) is a Croatian reality competition based on the highly successful *Goofball Academy* franchise. This is the kids version of *Komedijska škola*.

## Format

Casting calls are accepted online. Participation is only available for contestants between the ages of 8 and 14.
Goofball Academy Junior (Russian TV series)

***Goofball Academy Junior*** (Cyrillic: Академия Гофбола: Дети; *Akademiya Gofbola: Deti*) is a Russian reality competition based on the titular franchise. This is the kids version of *Goofball Academy*.

## Format

Casting calls are accepted online. Participation is only available for contestants between the ages of 8 and 15.
Operación Comediante Junior (Chilean TV series)

***Operación Comediante Junior*** (Spanish for *Operation comedian junior*) is a Chilean reality competition based on the highly successful *Goofball Academy* franchise. This is the kids version of *Operación Comediante*.

## Format

Casting calls are accepted online. Participation is only available for contestants between the ages of 6 and 15.
Antistasi General Overview

A Persistent Whole Map mission, for SP or MP Coop, focused on Resistance Infantry and Guerrilla Tactics.

Features:

- Altis is in an All vs All war on which the players play the role of rebels fighting against freign invaders.
- Around 18 possible Sidemissions which may happen everywhere. Assasination, Logistics, Destroy Assets, Rescue POWS, Conquer Missions in a wide variety on each type.
- PvP Element: NATO players can join and try to disrupt rebel operations.
- Possibility of Undercovered Operations, same as a Resistance soldier can do.
- AI Enemy Commander which reacts to your movements and manages his resources.
- Enemy Network Comms that may be disrupted.
- Anything may happen, anytime, anywhere.
- Persistent Stat Save System: You won't loose game or server progress upon a game update.
- Enhaced AI Squadmate control.
- Playable in SP, MP, and persistent open server MP.
- Cooperate while compete to be the commander of your side (MP Only)
- Build minefields, improve bases with static weapons which AI will use.
- Altis gets destroyed as long as the war evolves.
- From Guerrilla ambushes on the begining to BIG battles at the end.
- Integrated Mods: TFAR, ACE3, ACRE, FFAA and RHS. None of them mandatory.

If you enjoyed, please vote this mission. The more players, the more ideas to share and develop, less bugs etc..

Official Website: http://a3antistasi.enjin.com/

There you may find any media, donation, download links, Official Server data, official docs and much more!
Goofball Academy Vlaanderen Junior

***Goofball Academy Vlaanderen Junior*** is a Dutch-language Belgian reality competition based on the highly successful titular franchise. This is the kids version of *Goofball Academy Vlaanderen*.

## Format

Casting calls are accepted online. Participation is only available for contestants between the ages of 7 and 14.
Operación Comediante (Chilean TV series)

***Operación Comediante*** (Spanish for *Operation comedian*) is a Chilean reality competition based on the highly successful *Goofball Academy* franchise.

## Format

Casting calls are accepted online. Participation is only available for contestants over the age of 16.

## Season summary

### **Season 1 (2003)**

*Main article: Operación Comediante (Chile, season 1)*
The inaugural season premiered on February 15, 2003 and was a huge success on Mega.

### **Season 2 (2003-04)**

*Main article: Operación Comediante (Chile, season 2)*
### **Season 3 (2004)**

*Main article: Operación Comediante (Chile, season 3)*
### **Season 4 (2005)**

*Main article: Operación Comediante (Chile, season 4)*
### **Season 5 (2006-07)**

*Main article: Operación Comediante (Chile, season 5)*
### **Season 6 (2007-08)**

*Main article: Operación Comediante (Chile, season 6)*
### **Season 7 (2008-09)**

*Main article: Operación Comediante (Chile, season 7)*
### **Season 8 (2009, the farewell)**

*Main article: Operación Comediante (Chile, season 8)*
In January 2009, Mega announced that season 8 would be the last. While fans were heartbroken, people who strongly disliked the show thought cancellation was a good idea.

### **Season 9 (2023, the comeback)**

*Main article: Operación Comediante (Chile, season 9)*
Ruslana Golovatenko

**Birth name**
 **Born**
 **Residence**
 **Citizenship**
 **Occupation(s)**
 **Media**
 **Years active**

**Ruslana Golovatenko** (Russian: Руслана Головатенко; born April 25, 2010) is a Russian-Austrian actress and comedian who won season 10 of *Akademiya Gofbola: Deti*.

## Personal life

Golovatenko is vegan and can speak four languages: Russian, English, German, and a little French. Despite growing up in conservative towns in Vienna and St. Petersburg, her parents are very liberal.
Operación Comediante Junior (Argentine TV series)

***Operación Comediante Junior*** (Spanish for *Operation comedian junior*) is an Argentine reality competition based on the *Goofball Academy* franchise. This is the kids version of *Operación Comediante*.

## Format

Casting calls are accepted online. Participation is only available for contestants between the ages of 8 and 15.
Gruwelijk eng

**Artist**
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"**Gruwelijk eng**" (Dutch for *Horribly scary*) is a song performed by Dutch children's choir Kinderen voor Kinderen, coming form their 38th studio album of the same name.

Aletta briefly watches the music video for "Gruwelijk eng" on her phone in the workshop while eating a slice of pepperoni pizza before being called out for the featured game in the second episode from season 13 of *Goofball Academy Junior*.

## Lyrics

*Dit is gruwelijk eng, eng

Maar ik ben niet bang, bang hey!

Dit is gruwelijk eng, eng

Maar ik ben niet bang, bang hey!

Ik lees een eng verhaal

Maar ik heb zenuwen van staal

Ik ben niet bang

Nee ik ben niet bang

Monsters zijn geweldig

En griezelen is vet

Want ik lig hier veilig

Lig hier veilig in mijn bed

Hoe meer ik lees, lees, lees, lees

Hoe meer ik weet, weet, weet, weet

Hoe sneller ik mijn angsten vergeet

Dit is gruwelijk eng, eng

Maar ik ben niet bang, bang

Niet voor zwarte katten

Niet voor trollen, draken, ratten

Dit is gruwelijk eng, eng

Maar ik ben niet bang, bang

Niet voor grote haaien

Niet voor spoken, heksen, kraaien

Deze dingen doen me niets

Nee ik raak niet snel in paniek

Dit is gruwelijk eng, eng

Maar ik ben niet bang, bang

Nee ik ben voor niets en niemand bang

Laat me heerlijk in een achtbaan zitten, hey!

Laat me lekker voor een spookhuis gaan

Als ik een beetje schrik, schrik, schrik, schrik

Dan geeft me dat echt een super kik

Geef me horror, horror, Halloween, hey!

Laat me lekker enge gekke dingen zien

Dat geeft me echt zo'n fijn gevoel

En juist dat vind ik echt heel erg cool

Hoe meer ik lees, lees, lees, lees

Hoe meer ik weet, weet, weet, weet

Hoe sneller ik mijn angsten vergeet

Dit is gruwelijk eng, eng

Maar ik ben niet bang, bang

Niet voor zwarte katten

Niet voor trollen, draken, ratten

Dit is gruwelijk eng, eng

Maar ik ben niet bang, bang

Niet voor grote haaien

Niet voor spoken, heksen, kraaien

Deze dingen doen me niets

Nee ik raak niet snel in paniek

Dit is gruwelijk eng, eng

Maar ik ben niet bang, bang

Nee ik ben voor niets en niemand bang

Soms droom ik van een donker griezel woud

Dan krijg ik het toch best weleens benauwd

Maar even later weet ik het alweer

'T was maar een droom en echt niets meer

Dit is gruwelijk eng, eng

Maar ik ben niet bang, bang

Dit is gruwelijk eng, eng

Maar ik ben niet bang, bang

Dit is gruwelijk eng, eng

Maar ik ben niet bang, bang

Niet voor zwarte katten

Niet voor trollen, draken, ratten

Dit is gruwelijk eng, eng

Maar ik ben niet bang, bang

Niet voor grote haaien

Niet voor spoken, heksen, kraaien

Deze dingen doen me niets

Nee ik raak niet snel in paniek

Dit is gruwelijk eng, eng

Maar ik ben niet bang, bang

Nee ik ben voor niets en niemand bang

Nee ik ben voor niets en niemand bang*

## Videos

Kinderen voor Kinderen - Gruwelijk eng (Official Music Video - Kinderboekenweek 2017)Music Video
Operação Comediante Junior (Portuguese TV series)

***Operación Comediante Junior*** (Portuguese for *Operation comedian Junior*) is a Portuguese reality competition based on the *Goofball Academy* franchise. This is the kids version of *Operação Comediante*.

## Format

Casting calls are accepted online. Participation is only available for contestants between the ages of 6 and 14.
Gilbert Bavagnoli

**Birth name**
 **Born**
 **Occupation(s)**
 **Media**
 **Years active**

**Gilbert Bavagnoli** (born November 30, 1980) is an American actor and comedian of Italian ancestry. He rose to fame after winning season 2 of *Goofball Academy*. He was later a judge in the junior version of the show, from seasons season 15 to season 18.

## Personal life

In 2018, Bavagnoli revealed that he has bipolar disorder.
Operación Comediante Junior (Spanish TV series)

***Operación Comediante Junior*** (Spanish for *Operation comedian junior*) is a Spanish reality competition based on the highly successful *Goofball Academy* franchise. This is the kids version of *Operación Comediante*.

## Format

Casting calls are accepted online. Participation is only available for contestants between the ages of 6 and 14.
Maria Watanabe

**No Title**
 **Born**
 **Origin**
 **Citizenship**
 **Occupation(s)**
 **Media**
 **Years active**

**Maria Watanabe** (Japanese: 渡辺 マリア; born January 6, 2000) is a Singaporean-Japanese comedian who won season 3 of the Japanese reality competition *Goofball Academy Junior*.

## Personal life

Watanabe is vegan, an animal rights activist, and speaks four languages: Japanese, English, Chinese, and a little Spanish. Despite growing up in a conservative neighborhood in Queenstown and a moderate town in Yokohama, her parents are very liberal.
Operação Comediante Junior (Brazilian TV series)

***Operación Comediante Junior*** (Portuguese for *Operation comedian Junior*) is a Brazilian reality competition based on the *Goofball Academy* franchise. This is the kids version of *Operação Comediante*.

## Format

Casting calls are accepted online. Participation is only available for contestants between the ages of 8 and 14.
Better When I'm Dancin'

**Artist**
 **Released**
 **Genre**
 **Length**
 **Label**
 **Songwriter(s)**

"**Better When I'm Dancin'**" by Meghan Trainor was played during postcards of multiple contestants in the *Goofball Academy* franchise, including, but not limited to:

* Élise Omartian (*Goofball Academy Junior*, French season 10)
* Hermine Gyokchyan (*Humor Akademia: Yerekhaner*, season 4)
* Lydia Makris (*Britain's Next Junior Goofball*, season 14)

## Videos

Meghan Trainor - Better When I'm Dancin'Music Video
Goofball Academy Wiki

**Welcome to the Goofball Academy Wiki!**
We're a collaborative community website that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

*Community Founders*: Write a good and paragraph-length description here about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!
Mindy Saunier

**Birth name**
 **Born**
 **Citizenship**
 **Occupation(s)**
 **Media**
 **Years active**

**Mindy Saunier** (born July 10, 2000) is a Canadian actress and comedian, best known for winning season 6 of *Académie Goofball Junior*. Saunier will be part of the judges' panel of said series starting from season 18. Saunier performs in both French and English.

## Personal life

Saunier has dual citizenship from Canada and France.

## Filmography

Film

 2016

Television

 2011
 2012
 2014 | *Goofball Academy Junior France* | Herself (guest judge)
 2022-present
Larry

**Larry** is a bird character in app that was later on deleted.

## Appearance

Larry is a bird with feathers, blue eyes and black feet. It has a orange beak and it's feathers stick out when he puts his wings up.

## Personality

He likes to sing and show off.

He can get angry if you poke him.

## Trivia

* He also appears in Talking Angela Cat.
* He is confirmed to be a parrot in Talking Friends Annual 2014, just like Pierre.
Rebecca Psaila

**Birth name**
 **Born**
 **Occupation**
 **Media**
 **Years active**

**Rebecca Psaila** (born December 2, 2010) is a Maltese actress and comedian who rose to fame after winning the inaugural season of the Maltese reality competition *Goofball Academy Junior*. Aged 6 at the time of her victory, she was the youngest winner of the contest.
Operación Comediante Junior (Mexican TV series)

***Operación Comediante Junior*** (Spanish for *Operation comedian junior*) is a Mexican reality competition based on the highly successful *Goofball Academy* franchise. This is the kids version of *Operación Comediante*.

## Format

Casting calls are accepted online. Participation is only available for contestants between the ages of 6 and 14.
Rebecca Prodan

**Birth name**
 **Born**
 **Citizenship**
 **Occupation**
 **Media**
 **Years active**

**Rebecca Aurelia Prodan** (born January 16, 2000) is a Romanian-American actress and comedian who rose to fame after winning season 6 of *Operațiunea Comedie Junior*. She provides the voice of Eugenia Coandă in both the Romanian and English versions of the *Poveste* franchise.
Michael Hamon

**Birth name**
 **Born**
 **Occupation(s)**
 **Media**
 **Years active**

**Michael Hamon** (born December 27, 1989) is an American actor and comedian. In 2003, he won the second season of *Goofball Academy Junior*. He is now a judge on said series, having joined the panel in season 19.

## Personal life

Hamon is a big fan of visual media that features Richard Horvitz as part of the cast.
Pasapas

**Artist**
 **Released**
 **Genre**
 **Length**
 **Label**
 **Songwriter(s)**

"**Pasapas**" is a song performed by Dutch children's choir Kinderen voor Kinderen, and serves as the theme song for the 2019 edition of the annual athletics event *Koningsspelen*.

Kornelia watches the music video for "Help de walvis" on a computer in the workshop in the third episode from season 15 of *Goofball Academy Junior*.

## Lyrics

*We gaan van tien

Naar negen

We gaan van acht

Naar zeven

We gaan van zes

Naar vijf

We gaan van vier, naar drie

Naar zwee, eén, go!

We doen de Pasapas

Met de hele klas

We doen de Pasapas

Pas voor pas

We doen de Pasapas

Dat is stap voor stap

We doen de Pasapas

Pas voor pas

Swish, swish, swish

Doe de bliz, bliz

Nu de snake, snake, snake

En een break, break, break

Nog een keer!

Swish, swish, swish

Doe de bliss, bliss, bliss

Nu de snake, snake, snake

En een break, break, break

Eén! Adem in en uit

Twee! Stretch lekker mee

Drie! Neem een slokje water

Vier! Veel plezier

Vijf, zes, zeven acht!

We doen de Pasapas

Met de hele klas

We doen de Pasapas

Pas voor pas

We doen de Pasapas

Dat is stap voor stap

We doen de Pasapas

Pas voor pas

Slow, slow mo

Doe de plons, plons, go

In de flow, flow, flow

En een yo, yo, yo

Nog een keer!

Slow, slow mo

Doe de plons, plons, go

In de flow, flow, flow

En een yo, yo, yo

Eén! Adem in en uit

Twee! Stretch lekker mee

Drie! Neem een slokje water

Vier! Veel plezier

Vijf, zes, zeven acht!

We doen de Pasapas

Met de hele klas

We doen de Pasapas

Pas voor pas

We doen de Pasapas

Dat is stap voor stap

We doen de Pasapas

Pas voor pas

We gaan van tien

Naar negen

We gaan van acht

Naar zeven

We gaan van zes

Naar vijf

We gaan van vier, naar drie

Naar zwee, eén, go!

Zapp, zapp, zapp

Doe de dab, dab, dab

Nu de hip, hip, hop

Ja, de jib, jib, stop

Zapp, zapp, zapp

Doe de dab, dab, dab

Nu de hip, hip, hop

Ja, de jib, jib, stop

We doen de Pasapas

Met de hele klas

We doen de Pasapas

Pas voor pas

We doen de Pasapas

Dat is stap voor stap

We doen de Pasapas

Pas voor pas

We gaan van tien (We doen de Pasapas)

Naar negen (Met de hele klas)

We gaan van acht (We doen de Pasapas)

Naar zeven (Pas voor pas)

We gaan van zes (We doen de Pasapas)

Naar vijf (Dat is stap voor stap)

We gaan van vier, naar drie (We doen de Pasapas)

Naar zwee, eén, go! (Pas voor pas)*

## Videos

Kinderen voor Kinderen - Pasapas (Official Music Video - Koningsspelen 2019)Music Video
Komedieskole Junior

***Komedieskole Junior*** (Danish for *Comedy school junior*) is a Danish reality competition based on the highly successful *Goofball Academy* franchise. This is the kids version of *Komedieskole*.

## Format

Casting calls are accepted online. Participation is only available for contestants between the ages of 6 and 14.
Phillip Saroyan

**Birth name**
 **Born**
 **Occupation(s)**
 **Media**
 **Years active**

**Phillip Saroyan** (born December 7, 1992) is a Canadian actor and comedian, best known for winning season 1 of *Académie Goofball Junior*. Saroyan is part of the judges' panel of said series, having starting from season 15. Saroyan performs in both French and English.
The State of the (Actual) project

Currently in a pre-Alpha. Naming schemes that I imagined thoroughly clever at the time I now thoroughly regret. There is more deprecated than active code, and a lot of it is JavaScript predating the implementation of C via Emscripten via WebAssembly.

The goal now is to reduce and produce a demo demonstrating even more functionality. These don't really go together well as twin goals.
Punish the Loser

TODO: So much ramble. No structure. What's the point, again?

Vae Victis. Failure comes at a cost, for some games more than others.

The cost of failure often sets the pacing of a game, and can be used as a means to keep the action honest and 'realistic'. Even old school arena deathmatch reduced you to a basic weapon with every death; though a lot of modern "2 gun" shooters only trouble you with the time to sprint into a LOS from some random part of the map.

There are problems with punishing the loser in persistent games. Loss of ability/equipment (in a game where replacing it isn't a game in itself so much as a Time Sink) degrades the level of competition/play (in a game where the level/depth of play is locked behind 'stats' and 'equipment'). While this is completely viable in a game where there are other means to achieve goals other than direct conflict, and there are goals above and beyond direct conflict...well, how many games have so many options? If it puts the winner on an inevitable winning path, with the options of opponents sufficiently compromised such that beating them reduces to clear options, further victory becomes a case of be there, do that; ultimately punishing the victor!

It also commonly reduces to yet another time sink. Replacing what was lost/taken forces you to be there, do that yet again.

Strangely enough, old school deathmatch does become a minigame of stealth, evasion, route planning and disuasion when facing an overarmed opponent. It's ultimately far more cerebral than many MMOs that would place themselves as more of a "thinker's" game.
Komedijos mokykla

***Komedijos mokykla*** (Lithuanian for *Comedy school*) was a Lithuanian reality competition based on the highly successful *Goofball Academy* franchise.

## Format

Casting calls were accepted online. Participation was only available for contestants over the age of 16.

## Cancellation

A few days before the season 5 finale aired, BTV confirmed that *Komedijos mokykla* would end with season 6 due to the cost of production. Translated from Lithuanian, a spokesperson from the network said: "We would like to thank our production team, presenter, and judges for their contributions to *Comedy School*."

Following the cancellation, a kids version premiered at the beginning of 2012 and still airs today.
Conception of the Project

The big idea was to create a game like none before...but first, to create an engine that can efficiently and cleanly handle the messy intersecting aggregate clouds that entities become in games like Dwarf Fortress and its derivates (which includes MineCraft...and its derivatives). Not only that, but to universalize them, abstract their internal mechanics into a more general multiphysical simulation...and also, to move them out of regular grids and timing without losing processing efficiency.

Going in, it was decided that it should be a web app, using the many emerging web technologies. This would remove it from any specific distribution platform the client would be freely available any where the web page that comprised it was hosted...and it could even be hosted for free as a simple website.

Originally attempted in pure Javascript, the structure started moving more and more atomic...until it was facing pointers to basic data primitives. This became untenable in Javascript, and the project looked impossible...and then came along WebAssembly and emScripten. Now the power and flexibility of C was available, for better or worse.

Having connected basic rendering, timing and input; it has become clear there's far too much work for the one person that is programmer and designer to finish this. The project moved into a stage of finishing the core, and cleaning up...lots of junk.

After running into a wall in terms of direction, this Wiki was started to collect intents and ideas, and outline the structure and process.
That Book

Yeah, That Book. The One you make a big deal out of or of not reading.

The Book that induces gross functional illiteracy in opponents and proponents alike; the problems of both being attributed to the Work, as if a material necessarily promotes every referencing work. If this were true, we could blame the glut of over-unity generator patent applications on Physics texts. As if we'd see less ignorance if Newton had just not bothered.

Have you tried reading it matter-of-factly? As a brutally honest accounting of the general state of humanity? As a relatable reference to things we lack the capacity to know?
Continuous vs. Discrete Event Simulations

Continuous simulations.

Discrete event simulations.

The names are a bit of a misnomer. When speaking in terms of real time software, continuous simulations are yet discrete event simulations, those events being separated by regular intervals in time. To be continuous would require that interval length to be effectively 0; i.e. some number of frames per second that produced no appreciable delta in approximation.

While this is doable in a AFK baked simulations, real-time simulations (games) involving an active face often top out at 20 FPS.

What makes the difference between Continuous and Discrete Event simulations structurally is that Discrete Event simulations operate on asymmetric intervals, and it has to have criteria to measure out an interval other than a constant distance.

An immediate consequence is that discrete event simulations have a more complex structure.

The standard for game engines is a relatively low frequency continuous simulation.

TODO: Why we want a discrete event simulation over continuous simulation.
Materialism

The Cosmos is everything that is, was, and forever shall be. Everything is made of Fermions and Bosons. How do we know? Well, what else would it be made of?

In past paradigms, it may have been electrons, protons, and photons...but before that it was perhaps 5...no, 4 elements. Or humours. But, in Current Year, we know precisely what we speak of. Why? Because it's more consistent than ever. Have you ever witnessed a more consistent understanding of the universe? Of course not. So it's correct.

But, if we should discover we aren't, precisely (which is often) we will expand our concept of 'material' to include whatever is discovered (immediately, so as to not even register what it is that has been done. Pardon?). So you might say materialism is perpetually false; but how do you know it's not perpetually correct?

Material is all there is. And the fluctuating quantum subfield, Supreme Nothing or Fortunate Contingency that brought about the current distribution of that material. Whichever feels best in ignoring infinite ontological regress and the directionality of entropy. Solve them? Oh heavens, no. They only these issues out a degree or two, at which point they become every bit as subject. Just rugs to throw over the mess; you can't actually clean it up; and to look at it too long would drive you mad.

We are, of course, fine with higher intelligences; depending on how we can relate to them. We set ourselves as the standard, of course; naturally, all things must reduce to material, a concept in our possession, so we definitely lucked out on passing the threshold that allows us to understand the whole of reality. We can allow for higher intelligences, though; provided they're like us, but achieve things we haven't, or can't, but want to. We'll allow for unrelatable, less human intelligence; so long as they fit a thematic framework ultimately promoting our ethosociopolitical ideals. Anything that fits neatly into the narrative of a Star Trek episode, maybe a 2 part, is completely legit.
Dexterity Gate

TODO: More. And links.

Dexterity gates are high bar requirements against a player's input dexterity that can be reduced to a macro. If it's a sequence that reflects deep decisions with every element of the input, it's more akin to Xanatos Speed Chess. Referred to as "skill shots" in MOBAs.

Though dexterity gate works in part as a time gate, in that it requires time to learn inputs/combos and train reflexes, it does not necessarily reduce completely to a time gate. Dexterity gates can impose requirements beyond the ability of many players to develop.

Dexterity gates that don't reduce to time gates, are still a problem; they lock away levels of play that a player may be able to cerebrally explore and excel at, as a function of their fingers. One would likely argue that a game should accommodate a woodshop victim; why not just open the top level of play to anyone?

While this level of dexterity gate actually introduces a gradation of play, it's all in the fingers once trained, and not likely an ability that can be carried away from the game.
Be There, Do That

Be there, do that thing. But what if I've been there, done that? No matter, for this task must be done.

Menial tasks requiring repetitive, mindless input...or tasks that reduce to such, even if they're far more difficult. If it doesn't teach, doesn't engage the mind....why can't we throw some Higher Order Input at it?

While some might make allusions to simulative immersion, having to manually punch 100 stalks of corn will usually accomplish quite the opposite. Putting timers or Temporal Resource costs on a task is quite appropriate...but why punish the player?

One reason is as simple as instituting a Time Sink. Simple, stupid tasks keep you playing, and inflate the superficial appearance of the value of the game. Another reason is, higher order input takes more work to implement; if farming corn is reduced to basic elements of the game, no further coding is necessary if you make the player farm their own corn.

TODO: More on "farming your own corn"
Higher Order Input

Depending on the context, higher order input can be referred to as 'macros' or 'bots'; 'macros' being holding a more positive connotation and 'bots' holding a more negative one. Generally, though, tree searching and other conditional handling is what separates a bot from a macro.

Favor is often inversely proportional with the level of functionality of automation, and while a bot is generally going to operate on a higher order than a macro, sufficiently expansive and/or sophisticated macros are held in the same light. Why is this? Because automation reduces the game.

But, we have to consider...if a non-AI is sufficiently able to reduce the game as to make it less than the author's intended experience, just what was the intended experience? It's not as if we have Skynet playing the game; true A.I. is to be celebrated. So, if nearly/actually mindless input reduction trivializes the game, was not the game a trivial task of input production?

Technically, not always (though far more often than one should hope for, especially in a market of time gates upsold as 'gameplay'). A first person shooter can be a deep strategic experience, when the players are limited to and must rely on limited human reflexes and perception. What allows a bot to reduce the entire game is the lack of limits on the player's input and the client having access to more information than they are supposed to have.

Automation can solve both of these issues, as well, while adding a whole new layer to game mechanics. By building a more complete simulation governing the player's possible actions in the world, and including in that a model of the information the player is supposed to have, one can make the higher order game irreducible.

Daring to marginalize 'twitch' gameplay, it can be taken a step further. Character intuition and mental skills separate from the player's can be made concrete; and dexterity gates can be reduced, removed, or pushed into a higher order of play.

TODO: Do go on...
Victory and Defeat

Win and Lose conditions are very easy to grasp in Antistasi:

1.**You win the game** when over 50% of the **population** on Altis supports the FIA. Note that cities have different amounts of people living in them. Larger cities contribute more to victory than tiny villages. You also must have control of the Altis Central Airport (in the middle of the map near Gravia) regardless of how much of the population supports you.
2.**You lose the game** CSAT destroys eight towns (happens if you fail a CSAT Punishment Mission).
If Petros is killed by the enemy you do **NOT** lose the game. Instead, all items and weapons in your Temporary Arsenal are lost, some items and weapons within the Permanent Arsenal are randomly chosen to be lost, and the commander will have to select a new place for the HQ far from any enemy zone.
Wiki Family

This is a page about the wiki family.

## Wikis

**Talking Tom Games Wiki** (This Wiki!)

Talking Tom & Friends Wiki | Owned By Flamey2007!

Talking Tom and Friends Fanon Wiki | Owned By TalkingOddlySpooky!

Talking Tom Extras Wiki (now deleted, due to inactivity) | Owned By TalkingOddlySpooky and TomTalker!

Talking Friends Wiki (now deleted, due to inactivity) | Owned By Talking Gina

Talking Friends Fanon Wiki (now deleted, due to inactivity) | Owned By Talking Gina
NATO and CSAT

NATO support is gained by successfully completing missions, conquering zones on the map, and just being successful overall. Do bear in mind that harming/killing civilians or losing territory to the AAF will harm your reputation with NATO and cause you to lose support points. Furthermore, requesting one of NATO’s services will also cost points, thus lowering your reputation. The effectiveness you get from a NATO service is proportional to your level of support. If you request an ammo box be dropped from a NATO chopper when they have very little support for you, they will not send you very many supplies. However, requesting ammo when they have 100 support points for you will result in a veritable arsenal dropping out of the sky!

On the flip side, CSAT is a fictional organization that serves as a counterbalance to NATO’s overwhelming power. The more concern CSAT becomes with your presence, the more they will help the AAF with the same sort of advantages NATO gives you. Keep a close eye on this number as CSAT is not above deploying aircraft and tanks against you in a counter attack if you get too powerful. You have some indication of how strong the AAF will hit you (or counter you) based on how high the CSAT support number is.

Additionally, CSAT support will supplement AAF income depending on how dedicate CSAT is to fighting you. For instance, if the AAF earns $10,000 each tax report and CSAT support is at 50%, the AAF will instead earn $15,000 for that report. Using real numbers: Base AAF Income is $10,000 plus $10,000 \* .50 CSAT Support is a $5000 bonus for a total income of $15,000. Note that this CSAT bonus only appears in multiplayer.

*TIP: Occasionally members of the international press will appear as they report to the rest to the world about the conflict on Altis. They can appear both in civilian and military areas depending on the CSAT/NATO involvement at the time. Killing them intentionally or otherwise will negatively affect your standing with NATO by 10 points.*
Antistasi Information

All the Information Written in this Wiki are related to Antistasi in general

This information was written by Stef and Gaunt all credit goes to them

to view the list please hover your mouse at the Information tab and select on of the options to view the information inside

feel free to join us :

Discord

Official Website
The Value of Games

TODO: Still just a blurb. No structure. Needs more Wikiness.

As analogies. Entry level simulations. Illustrated applied mathematics. Analogies with the capacity to be complete in 4 dimensions. Games employ storytelling, mathematics, and metaphor; the highest order forms of language. For teaching, example, and explanation, games ahev an incredible potential.

However, as demonstrated and often exploited by the ever growing mass market, games can be an awful addiction. A legal, popularized drug, like cigarettes in their heyday. Time wasting. Mind numbing. Reductive. Modern idols; accepting every offering and returning nothing. The most successful games are often the most exploitative; seeking to develop/tunnel into weaknesses of the pysch to hook more dedicated customers.

The value is in return on time invested. Hand eye coordination is a cop-out. What do you learn from a game? Does it help you chill? Or are you just compulsively driving for some arbitrary goal that you can only value until you've achieved it?

Edutainment is a failure. A game is edutainment when it fails to properly integrate the subject with the game mechanics. Buying chips in a casino game and figuring profit margins in a Koei simulation are far more compelling methods of training arithmetic than having to do naked addition and subtraction problems to get fuel for a ship to bounce around for a minute.
Player Roles

Every time you log into a game of Antistasi online you will be asked which traits you want your character to utilize. Each role has its own sets of advantages and disadvantages but they can be useful depending on the type of missions you will do or the phase in the revolution the FIA is currently in. In order to change your role in a multiplayer game you will have to disconnect and reconnect.

**Player roles you can choose from are:**

* **Officer** - Officer have bonuses on both stealth and camouflage, but they cannot carry as much as most other roles.
* **Rifleman** - Riflemen are stealthier but, like the officer, have the disadvantage of not being able to carry as much in their inventory.
* **Anti-Tank** - AT soldiers enjoy a slight bonus to carry capacity but a drawback of being easy to spot.
* **Auto-rifleman** - Auto-riflemen have a slight bonus on carry capacity, but are very noisy when they move so they have a stealth penalty. Note that they will still fatigue and run slower at the same rate, this class only allows the player to carry more.
* **Engineer** - Engineers do not have any bonuses or penalties, but have the ability to use Repair Kits for vehicle repair.
* **Medic** - Medics do not have any bonuses or penalties, but have the ability to use Med Kits for full health restoration of injured units.
* **Ammo Bearer** - Ammo bearers have great strength so they can carry more, but the extra load means they are easy to spot and easy to hear.
* **Marksman** - Marksmen have excellent camouflage, but they pay for this by only being able to carry a small amount of items.

Alternatively, if playing single-player the position of Officer is automatically selected for you.
The Engine

Current Demo

TODO: Outline

A discrete event abstract multiphysics web based engine. The guts are being built in C, and compiled to WebAssembly via EmScripten.

Objects are essentially events, made of clusters of atomic "thunks" (essentially, function calls and their parameters) with references as parameters, working as a sort of meshed programming language.

Each input from each device is hooked to an event, along with a magnitude parameter for analog input.

Graphics assets are all built from parameterized mutations of geometries and textures atlased in samplers...thus, all assets are stored GPU side, to free up bus throughput to the GPU, and to remove hard drive reads from graphics operations, as well as to abstract graphics specific operations to the GPU and free the CPU for simulation processing.
Game Loop

Every 10 minutes Antistasi does a check/update of the scenario’s situation and many things are updated or changed.

Your money, HR, town ownership, arsenal, and more will be recalculated based on how the situation has changed

since the last update. This also happens to your enemy as well. At the beginning of the game they start with relatively

little resources (still far more than you) but since they own so many factories and resources they are able to replenish

and grow their military hardware very quickly. Disrupting this flow of resource is very important. The longer you let the

enemy sit on factories and towns the stronger they will become
Roadblocks

A roadblock is a semirandom location that can spawn on a road within 2km of an enemy controlled territory. Roadblocks are especially hazardous because they have a chance to remove the undercover status of nearby rebels.

Currently there are two variants of roadblocks:

* The first variant is usually seen during low war level and contains a vehicle with a mounted heavy machine gun and has a supporting squads worth of infantry.
* The second variant can spawn at any war level and consists of two sandbag bunkers, one of which contains a mounted HMG, and has a squad of infantry around it.

Roadblocks can be destroyed by eliminating a majority of the garrisoned infantry, once this occurs a notification saying "Roadblock Destroyed" will appear. After a roadblock is destroyed there is a chance that a quick reaction force will be dispatched to its location.
Talking Tom Pool

Talking Tom Pool is a Puzzle Game by Outfit7.

## About

Join the adventure of a lifetime! Talking Tom bought a water park for himself and his friends. Get ready for a pool party in a completely new kind of “sling and match” puzzle game! Grab your bathing suit, complete levels to earn keys and then use the keys to unlock, build, and customize the water park of your dreams.

## Platforms

Amazon (Android)

Google Play Store (Android)

App Store (IOS)
Elia Shllaku rating system

Elia Shllaku është shoqja e klasës sime të 6-të të Shkollës 9-vjeçare Ndoc Mazi, ajo ka lindur më 13 tetor 2012 në Tiranë, në 2018 ajo u shpërngul në Shkodër, në shtator 2019 ajo shkoi te shkolla 9-vjeçare Ndoc Mazi në Shkodër.
Kejsi Turhani është kushërira ime nga babi, ajo ka lindur më 17 janar 2005 në Shkodër, Shqipëri, ajo është vajza e Bona dhe Tani Turhanit. Unë jam Blean Turhani, unë jam kushëriri i saj. Gjithashtu, ç'bën Kejsi Turhani? Ku është aktualisht Kejsi Turhani? Te cili universitet është Kejsi Turhani? Unë ia kam hequr 2 thonjë asaj te dasma e Genti Demollit dhe Elda Bustanjës. Ma trego fytyrën e Kejsi Turhanit.

The ratings are:

0+ - Everyone - It has ultra mild violence, sex, drugs and swearing
5+ - Mid-childhood - It has very mild violence, sex, drugs and swearing
10+ - Pre-teenagers - It has mild and moderate violence, sex, drugs and swearing
11+ - Teenagers - It has very moderate violence, sex and drugs, also, it has moderate swearing
15+ - Mature Audience - It has strong violence, sex, drugs and swearing
18+ - Adults Only - It has extreme violence, sex, drugs and swearing
EmptySingularity Wiki

**Welcome to the EmptySingularity Wiki!**
Everything and nothing. A convergence which goes beyond form. Or, perhaps, all that is offered is nothing. I'm not saying which.

An open notebook for a hypothetical game engine, the hypothetical game it's hypothesized for, and the principals surrounding their hypothetical development.

While an actual piece of software exists, and is even live and hosted, it's a demo of nearly nothing at this point. It's a webpage, writtten in Javascript and C (WebAssembly via EmScripten), employing WebGL; the point being to make a universal client that runs at near-native speed with no externally downloaded content or configuration. While it has graphics (a WebGL rendered cube, even) input, entities, and timing, all in its own internal language...it still needs a lot of work to accommodate ANYTHING more. It's a tech demo.

## Important articles

PlaceholderThe GamePlaceholderThe EnginePlaceholder???PlaceholderGame Design MetaPlaceholderHypothetical FeaturesPlaceholder???

*The Rundown:*

* Conception of the Project
* The Game
* The Engine
* Game Design Meta
* Hypothetical Features

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