top of page
Search
mighderpseslandtem

Tsunami Adventure: A Simulation Game That Will Thrill You



Silent Steel is a 1995 submarine simulator computer game by Tsunami Games. It was created during the influx of interactive movies during the 1990s. The game is composed almost entirely of live-action full motion video, with sparse computer-generated graphics depicting external shots of the boat during torpedo attacks and atmospheric fly-bys. A version playable on DVD players was released in 1999,[1] following from a DVD-ROM version in 1997.[2] The DVD-ROM version was the first video game formatted for DVD.[3]


The gameplay consists of choosing from three options when the video pauses at certain points. Once the player chooses, the video resumes. This creates several possible plotlines and outcomes. Most of these result in the destruction of the player's submarine; only two distinct threads lead to victory.




tsunami simulation game



Many coastal areas of the United States are at risk for tsunamis. After the catastrophic 2004 tsunami in the Indian Ocean, legislation was passed to expand U.S. tsunami warning capabilities. Since then, the nation has made progress in several related areas on both the federal and state levels. At the federal level, NOAA has improved the ability to detect and forecast tsunamis by expanding the sensor network. Other federal and state activities to increase tsunami safety include: improvements to tsunami hazard and evacuation maps for many coastal communities; vulnerability assessments of some coastal populations in several states; and new efforts to increase public awareness of the hazard and how to respond.


Tsunami Warning and Preparedness explores the advances made in tsunami detection and preparedness, and identifies the challenges that still remain. The book describes areas of research and development that would improve tsunami education, preparation, and detection, especially with tsunamis that arrive less than an hour after the triggering event. It asserts that seamless coordination between the two Tsunami Warning Centers and clear communications to local officials and the public could create a timely and effective response to coastal communities facing a pending tsuanami.


According to Tsunami Warning and Preparedness, minimizing future losses to the nation from tsunamis requires persistent progress across the broad spectrum of efforts including: risk assessment, public education, government coordination, detection and forecasting, and warning-center operations. The book also suggests designing effective interagency exercises, using professional emergency-management standards to prepare communities, and prioritizing funding based on tsunami risk.


Megathrust earthquakes in subduction zones can produce powerful tsunamis. The rock above the plate boundary is being compressed and bent as it stores the elastic energy during time intervals between the earthquakes. When it can no longer hold the stress, the continental plate slides up abruptly along the plate boundary causing the leading edge to push sea water upward and generating a tsunami.


Tsunami energy extends from the surface of the ocean all the way to the bottom, regardless of the ocean depth. This makes tsunami very different from wind waves that disturb only the ocean surface. This property of tsunamis makes it possible to detect them in the open ocean by bottom pressure sensors.


Sudden failure of unstable submarine slopes can produce a movement of large amount of material, which generates displacement of water causing a tsunami. Such failures can be triggered by ground motions of a strong earthquake, extreme low tides and construction activities in ports and harbors.


The 28 March 19643 Great Alaska Earthquake generated a powerful tsunami that killed 122 people in the United States. This animation shows the first 6 hours of the tsunami travel. Colors represent tsunami heights, showing that the tsunami energy was mostly directed toward the west coast of the US.


This sequence of three aerial photos of Seward, Alaska show the town just before the 1964 tsunami, a month after the disaster, and in 2003, with the new business development in the 1964 tsunami inundation zone.


This animation shows Seward, Alaska and bathymetry at the head of Resurrection Bay. The landslide material moves down the slope driven by gravity. The slide resulted in damaging local tsunamis in Seward on March 28, 1964.


The lighthouse in base-building survival management game Diluvian Winds is no different. Sure, it looks cozy and it's filled with adorable anthropomorphic animals like beavers, bears, otters, and mice, but it's still in constant peril. As the lighthouse keeper (you're also a walrus) you need to manage a small crew of animal inhabitants, putting them to work procuring food, gathering resources, building structures, and making repairs.


What's the problem? Well, the animals sometimes get tired and their productivity wanes, and sometimes they have personal goals you fail to meet because you're working them too hard. And, oh yeah, occasionally a massive tsunami washes over the lighthouse and smashes the place to smithereens.


But that only happens once in a while. The day-to-day in Diluvian Winds, which has a free prologue on Steam ahead of its release (date TBD), is mostly about resource management, and it can be pretty challenging. Each morning you assign every animal a task that will take up their entire day: chopping wood, going fishing, or building a new structure onto the lighthouse's cabin. Each night you cook them a meal, hopefully a nice dinner of grubs, insects, and fish. When the weather gets threatening, you can assign them to reinforce your base in case that damn tsunami shows up.


Free demos and prologues are all over Steam these days, which is great, but rarely are they as extensive as Diluvian Winds, which I played for over 90 minutes before I deliberately let my lighthouse flame go out just to see what would happen. (Sure enough, it ended the game.) You can get a really strong feel for how the full game will work, and the screenshots on Steam show an even more elaborate base, including an underground area safe (one guesses) from the killer waves that keep messing up my lighthouse. There are even pictures in the game's artwork of visiting airships. It all looks great and much deeper than the prologue I played, which was already pretty impressive.


Chris started playing PC games in the 1980s, started writing about them in the early 2000s, and (finally) started getting paid to write about them in the late 2000s. Following a few years as a regular freelancer, PC Gamer hired him in 2014, probably so he'd stop emailing them asking for more work. Chris has a love-hate relationship with survival games and an unhealthy fascination with the inner lives of NPCs. He's also a fan of offbeat simulation games, mods, and ignoring storylines in RPGs so he can make up his own."}; var triggerHydrate = function() window.sliceComponents.authorBio.hydrate(data, componentContainer); var triggerScriptLoadThenHydrate = function() var script = document.createElement('script'); script.src = ' -8-2/authorBio.js'; script.async = true; script.id = 'vanilla-slice-authorBio-component-script'; script.onload = () => window.sliceComponents.authorBio = authorBio; triggerHydrate(); ; document.head.append(script); if (window.lazyObserveElement) window.lazyObserveElement(componentContainer, triggerScriptLoadThenHydrate); else triggerHydrate(); } }).catch(err => console.log('Hydration Script has failed for authorBio Slice', err)); }).catch(err => console.log('Externals script failed to load', err));Christopher LivingstonSocial Links NavigationStaff WriterChris started playing PC games in the 1980s, started writing about them in the early 2000s, and (finally) started getting paid to write about them in the late 2000s. Following a few years as a regular freelancer, PC Gamer hired him in 2014, probably so he'd stop emailing them asking for more work. Chris has a love-hate relationship with survival games and an unhealthy fascination with the inner lives of NPCs. He's also a fan of offbeat simulation games, mods, and ignoring storylines in RPGs so he can make up his own.


This is a disaster preparedness educational mobile app designed for kids and families. The game follows heroine Tanah as she learns to prepare and protect herself from tsunamis and earthquakes. Through helping Tanah navigate fun and interactive challenges, users enhance their hazard awareness while learning key concepts of disaster risk reduction.


The Associated Press reported Wednesday on the series of modeled videos (watch one below) that show tsunamis started by a very large quake on the Cascadia subduction zone. Washington Geological Survey hazard geologists created wave and velocity simulations for the entire coast as well as Bellingham, Wash., and the San Juan Islands.


According to the AP, the first waves after an earthquake would reach the outer coast in about 15 minutes. The tsunami is then shown traveling through the Strait of Juan de Fuca and into Puget Sound, reaching the Tacoma waterfront about two hours and 30 minutes after the quake.


These investigations eventually lead to a stash of stolen automatic weapons, which you alert the ATF about. As you suspected, one of the main gun runners is the same guy that killed your parents, and the game ends with you finally bringing him to justice.


Protostar: War on the Frontier is a space combat, exploration, trade, and diplomacy game with role-playing elements from Tsunami Games. As a member of the Human Defense Coalition, you are tasked with exploring the frontier of known space and seeking out alien allies against the Skeetch, humanity's enemies.


Protostar was originally intended to be Starflight 3, a sequel to Starflight 2: Trade Routes of the Cloud Nebula, and was to be developed in partnership with Electronic Arts. However, during the game's production, this deal fell through, and the game was retooled and given a new name.


At present, hazard maps are developed using computationally expensive techniques. After a major disaster, these maps must be revised. We developed a tsunami evacuation simulation system using a game engine and open data at low cost. An agent that performs evacuation actions, and autonomously searches for evacuation destinations and evacuation behaviors at specified speeds was developed, to clarify current issues with the location of evacuation sites. The agent prepared three types of walking speeds and disaster conditions, and two types of evacuation behaviors, and could freely change the number and ratio of agents. As a result of the simulation, it became clear that there are places where victims are concentrated even in inland areas. 2ff7e9595c


0 views0 comments

Recent Posts

See All

Download do bilhete da AirAsia

Como baixar o bilhete AirAsia online Você está planejando viajar com a AirAsia, uma das principais companhias aéreas de baixo custo na...

Comments


bottom of page