Sentences with phrase «game changing movement»

Continued engagement with this group — leaders, organizers, and parents from this game changing movement — is absolutely critical.

Not exact matches

ShotTracker developed the game - changing system to capture player and ball movement, in addition to court location.
game - changing system to capture player and ball movement, in addition to court location.
As a result, we are keeping a close eye on tonight's game and could include Arizona State as a Best Bet or Square Play, depending on how our College Football Betting System Picks react to line movement and changes in the Public Betting Trends throughout the day.
As a result, we are keeping a close eye on tonight's game and could include Louisiana Tech as a Best Bet or Square Play, depending on how our College Football Betting System Picks react to line movement and changes in the Public Betting Trends throughout the day.
The chart below shows the changes in spread betting percentages and line movement since this game opened at Pinnacle.
With only 367 bets on the game so far, we expect to see some changes and more movement as the week goes on.
The chart below shows the changes in spread betting percentages and line movement since this game opened at The Greek.
The chart below shows the changes in spread betting percentages and line movement since this game opened at CRIS.
His movement and dribbling changed Seattle's game completely.
His movement, speed and accuracy changed the face of the game, as he delivered three assists to secure all three points and help Juve keep moving forward.
His silky skills, his movement off the ball, his constant want to charge opposition defenders, his ability to change a game in an instant was all a joy to watch.
Since then she's worked to change the youth sports environment of their Nebraska community through the Give the Game Back movement which promotes letting kids enjoy sports on their own terms.
Corbyn wants to build a social movement that will change the game that Labour no longer has a hope of winning.
Utilizing a certain variation of a big compound movement like front squat instead of a back squat, football bar instead of a barbell, trap bar instead of a straight bar, deadlifting from a platform instead of pulling from the floor, doing pin press instead of bench press can prove to be a real game changes and keep you progressing.
So thank you #AerieReal and everyone who created the movement it's not just game changing but life changing ILY And that's why when I started my insta about 3 years ago I created the #everyBODYisbeautiful bc we are more than the sum of our perfections we are all beautiful equal souls living in imperfectly perfect bodies.
The balloon can do what Jack's cards did in the partner game — make regular movements more challenging for your core and balance by adding unpredictable changes.
Indeed, PeaceMaker is at the forefront of a movement — often called serious games or social - issues games — in which educators use games to illustrate complex social issues, from immigration to climate change.
Games are playing games on your mobile device where the ingredients of a user can easily identity the movement patterns of dragons and fireballs if you can even change the world.
- Iizuka has received a ton of requests from fans to have their own original characters appear in Sonic games - while that couldn't happen, Sonic Forces» custom character recognizes that fan desire - the avatar was created with the idea of «making straight high - speed action» - this time the concept is that all three styles (Modern, Classic, Avatar) would be high - speed based - make selections for the face, mouth, body color, and gender of custom characters - each species will also have their own unique skills, such as wolves being able to pull nearby rings - you can't change custom characters in the middle of the game - there is some sort of feature that's unlocked after you've cleared the game once related to this - the new avatar style will have a speedy and rhythmic style like Modern Sonic, but also different vectors from Sonic - this includes differences in timing for pressing buttons, or the Wisps giving the avatar trickier movements - the story aims to depict heroes that would feel like Sonic - by controlling different characters, the devs hope to show a story that extends to explaining the world setting as well - the story concept has been «Hero Army vs. Eggman's Army» from the start - when wondering who should be made playable among the heroes, the idea came up for Classic Sonic - the character setting for the avatar is a civilian in an area occupied by Eggman who stands up and fights together with Sonic - during stages, you'll hear radio contact from partners like Tails and Amy - Sonic and the rest of the gang form a resistance to stand against Eggman's army, so they relay information from headquarters - boss characters like Chaos and Metal Sonic will appear in Eggman's army - details on the new character (Infinite) are being kept secret - the main part of the storyline is that Eggman gathers strong enemies in the past to form an all mighty army - some people might be wondering why Shadow is on the enemy's side, but they can find out more by experiencing the story - the team thinks Japanese fans are taking a liking to the serious story and character customization features - there were some struggles with the new engine in early stages, but now they've moved to a smooth development process - the team knew they wanted to bring the game to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the game's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame - there is some sort of feature that's unlocked after you've cleared the game once related to this - the new avatar style will have a speedy and rhythmic style like Modern Sonic, but also different vectors from Sonic - this includes differences in timing for pressing buttons, or the Wisps giving the avatar trickier movements - the story aims to depict heroes that would feel like Sonic - by controlling different characters, the devs hope to show a story that extends to explaining the world setting as well - the story concept has been «Hero Army vs. Eggman's Army» from the start - when wondering who should be made playable among the heroes, the idea came up for Classic Sonic - the character setting for the avatar is a civilian in an area occupied by Eggman who stands up and fights together with Sonic - during stages, you'll hear radio contact from partners like Tails and Amy - Sonic and the rest of the gang form a resistance to stand against Eggman's army, so they relay information from headquarters - boss characters like Chaos and Metal Sonic will appear in Eggman's army - details on the new character (Infinite) are being kept secret - the main part of the storyline is that Eggman gathers strong enemies in the past to form an all mighty army - some people might be wondering why Shadow is on the enemy's side, but they can find out more by experiencing the story - the team thinks Japanese fans are taking a liking to the serious story and character customization features - there were some struggles with the new engine in early stages, but now they've moved to a smooth development process - the team knew they wanted to bring the game to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the game's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame once related to this - the new avatar style will have a speedy and rhythmic style like Modern Sonic, but also different vectors from Sonic - this includes differences in timing for pressing buttons, or the Wisps giving the avatar trickier movements - the story aims to depict heroes that would feel like Sonic - by controlling different characters, the devs hope to show a story that extends to explaining the world setting as well - the story concept has been «Hero Army vs. Eggman's Army» from the start - when wondering who should be made playable among the heroes, the idea came up for Classic Sonic - the character setting for the avatar is a civilian in an area occupied by Eggman who stands up and fights together with Sonic - during stages, you'll hear radio contact from partners like Tails and Amy - Sonic and the rest of the gang form a resistance to stand against Eggman's army, so they relay information from headquarters - boss characters like Chaos and Metal Sonic will appear in Eggman's army - details on the new character (Infinite) are being kept secret - the main part of the storyline is that Eggman gathers strong enemies in the past to form an all mighty army - some people might be wondering why Shadow is on the enemy's side, but they can find out more by experiencing the story - the team thinks Japanese fans are taking a liking to the serious story and character customization features - there were some struggles with the new engine in early stages, but now they've moved to a smooth development process - the team knew they wanted to bring the game to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the game's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the game's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to JGame Show 2017 in September - the team is also working on providing new information, including news that would be unique to Japan
Height modifiers, movement speeds, terrain effect on movement and skill use... the possibilities for changing and tweaking the game are quite substantial, and are all easily doable in a few weeks.
The game on the whole is fairly slow in terms of movement speed (though this can be changed later on with the addition of a specific character / rune), but also the menu system.
Alice herself looks great though, with flowing hair reacting to movement and jumps alike, and costumes that change to match the landscape as the game progresses.
The teleportation mechanic doesn't work that well as the game seems to want to limit where you jump forcing you to find that sweet spot that changes your movement reticle from red to green.
Various character changes to adjust game balance, most especially to nerf recoveries and burst movement options that were seen as overpowered in previous versions.
Over 100 scroll modifiers: Each scroll picked up in - game changes your current run, for good (convert your enemies in to chickens) or for bad (reduces your speed of movement) and everything in between!
- the game's shading mechanism has changed, which allows for increased gear texture quality - all graphical aspects and programming mechanisms have been built up from scratch for this sequel - maximum resolution is 1080p in TV mode - a bigger focus for Nintendo was the 60 frames per second - occasionally the resolution will be scaled down when there is too much ink displaying on the screen - Nintendo reduced the CPU load and refined the way to use CPU power effectively to maintain 60 fps in all matches - weapons were tweaked to let players be more creative by thinking about unique weapon characteristics and their best uses - weapons are designed to be effective when they are used during the right occasion - Special weapons are stronger than the original ones when used in the right situation, but weaker otherwise - the damage and effect of slowing down your movement when you step in the opponent's ink are reduced from original - you can jump up in rank if you're good enough, but only up until S - you can't jump up from C, B or A to S + - when you win battles in Ranked mode, the Ranked meter fills and your rank goes up when its fully filled - when you lose a battle, the gauge does not decrease, but the meter starts to crack - once the meter reaches its limit, it breaks - when the meter breaks, you have to start over again from the beginning or from a lower rank - highest rank is still S +, but if you fill up the Ranked meter, you get numbers after the alphabet such as «S +1», «S +2» and so on - maximum number is «S +50», but this number will not be displayed to your opponent - you are the only one to see it, and you can check it on your own status screen - Ranked Power is calculated by an algorithm to measure how strong each player is with minuteness - this will determine if a player's rank is worthy of receiving a big jump (like from «C» to «A»)- Ranked Power has no relation to your splat rate, and is more tied into to how well you lead your team to victory - you won't drop off more than one rank even if you play poorly - stage rotation time was changed to two hours - this was done because the devs expected people to play for an hour or so, but they found people play much longer - with Salmon Run, Nintendo considered how to implement a co-op oriented mode in a player - versus - player type of game - the devs will monitor how users are playing this mode to see if there's some tweaks they can throw in - more Salmon Run maps will be added in the future, but Nintendo wouldn't comment on adding more enemy types to the mode - rewards are changed each time Salmon Run is played - you can obtain rewards when playing locally, but not gear - originally Nintendo had an idea for this mode, but had no background setting, enemy designs, etc. - Inoue suggested that it should be salmon - themed - when Nintendo hosted the Splatfest that pit Callie against Marie, the development of Splatoon 2 had started - the devs had already decided to have the result reflected in the sequel - they even had an idea to announce the Splatfest with a phrase «Your choice will change the next Splatoon» - the timing to announce a sequel wasn't right, so they decided against this - they eventually released a series of short stories about the Squid Sisters to show how the Splatfest affected the sequel's story - Nintendo wouldn't say if Marina is an Octoling, and noted that Inklings are not paying attention to this too much - Inklings don't care about appearances, as long as everyone is doing something fresh - the Squid Sisters had composers who produced their songs, but Off the Hook are composing their music by themselves - Pearl is genius artist, but she couldn't find a right partner because she's a bit too edgy - she eventually found Marina as a partner though, and their chemistry is sparkling right now - Nintendo is planning a year of content updates for Splatoon 2 - when finished, the quantity of stages will be more than the original - some of the additional stages are totally new and some will be arranged stages from the first game - not all original stages will return and they are choosing stages based on the potential for them to be improved - Brella is shotgun-esque weapon, so the ink hits your opponent more if you are closer - it can shield damage when you open it, but the amount of damage has a limit and once it reaches it, it breaks - you can shoot ink, but you can't use the shield feature when it breaks - the shield won't prevent your allies ink - there are more new weapon categories which haven't been revealed yet - there are no other ranked modes outside of the three current options - the future holds any sort of possibility, but the devs didn't get specific about adding more content like that - for the modes, they adjusted the rule designs so that players will experience the more interesting aspects
The slow pace might be a turn - off for a lot of people, but for me it's a refreshing change from the hyperactive nature of most modern games that favor twitch - shooting or a movement style that resembles a squirrel on strong coffee.
I like my games with the vertical movement reversed, but found a lot of difficulty in discovering just how to change it in the options, heck to find the options menu itself.
The game's six Infinity Stones give your team game - changing abilities such as increased damage (Power) or better movement options (Time), so be sure to experiment with different ones.
The additional finesse in his movement is absolutely incredible to fathom, and he changes the Time Attack ball game completely.
Many times the game calls for you to press the square button (to change the lure's movement for example), which requires you to stop reeling the fish in, take your hand off the reel and press the square button, completely destroying the element of immersion.
Even if the movement of the camera via the headset is a problem for you, the game also allows you to change the control to where the right analog stick controls the targeting reticle, even if it takes away some of the spectacle of the game that way.
Movmote is a single - player game where the player controls a moving object by slowing it down and changing its movement paths.
The big change in this third game is the introduction of full 3D movement within levels.
Within the 30 primary missions offered in the game, players will experience 2.5 D side - scrolling and 3D platforming levels that will continuously change up gameplay, from classic speed - based movement through levels to less linear platforming portions.
Because of the freedom offered in the game environment, much of the movement itself had to change, and removing hiccups in sliding, rolling, or generally flying about the environment was necessary.
Perhaps the most famous battle system changes Tekken 2 is the reform movement — while the element of depth is rather insignificant in previous Tekken games (except for some characters have unique sidesteps and dodging maneuvers), Tekken 3, showcasing the third axis, so all signs to avoid or leave the fund easy to press arcade stick (or press control console version) in the corresponding direction.
Only if this becomes a concerted international movement against video games gambling would things change.
With a new display system, the game's multiplayer allows players to choose which side of the screen to play on.Movement has undergone some changes and now is similar to the movement mechanics found in Download Tekken 7 for PC game Revolution, most notably when characters walk backwards.
Other than that, the improved engine allowed a quick recovery of the decline, more escapes tackles and stunned, better juggling (like many old movements have changed the parameters that enable them to connect to stressful situations complex, not link to previous games) and further launches new combined entity.
The other game offers all the rapid movement, change and excitement that many players desire.
The rest of the game is mostly made up of activities with only mild interaction like a kaleidoscope that changes with your movement and a 70's style dance mode which speeds up and slows down as you start / stop moving.
Occasionally, after selecting a certain movement speed for a soldier, if I were to go back to try to change it, the game would hang up and I'd have to select different characters or actions in order to reset that character's move.
Units with queued movements do so at the start of a turn instead of at the end, doing away with decades of experience in the 4X genre that specifically evolved to not preventing change of mind in a kind of game where circumstances constantly and invariably change.
The faster movement makes everything feel better, and it's not that the original game was even particularly slow it's just that the increased speed gives you that feeling of extra power and control that totally changes the game.
This was a change - up from the traditionally more confined spaces of the other games allowing vehicle focused movement across multiple large zones.
Definitely a recommendation for other card game enthusiasts, and with it being in Early Access it has a lot of movement for improvements and changes which are coming according to Lunarch Studios.
However, the expressive sprite work of the older games is unfortunately absent; instead, characters have a static full - body «portrait» in cutscenes, and animate based on a direct movement to the portrait, or an outright changing of it.
While at first I was frustrated with the game for it's seemingly broken physics (and you'll hear me say as much on the upcoming Episode 26 of Power Button), after taking some advice given by Joey Davidson during the show, I started to approach the game in a different way and tried to work with Sonic's changed movement structure.
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