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BlackShot

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BlackShot ( Korean : 블랙샷) is a multiplayer first-person shooter game developed by Vertigo Games. It was initially released in Korea for Microsoft Windows on 15 November 2007. There were initially several different versions of the game for different regions of the world, but it is currently published by Vertigo's subsidiary Papaya Play for the global service.

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44-560: The story is set in the aftermath of a nuclear apocalypse, triggered by the threat of expanding armies of cloned soldiers. From the ashes arose military factions and corporations, who now race to rebuild the human clone soldier technology. The factions include Gaia Inc., The Cloners, and Blackshot mercenaries. Gaia are an energy conglomerate that have a large influence over the new world governments. They seek to recover old world technology, and research new forms of energy production. Its nuclear reactor facilities and research laboratories are often

88-407: A foul or illegal check is placed in a penalty box for a specified amount of time, depending on the severity of the foul. A player who deliberately injures an opponent is expelled from the rest of the game. Throwing the flag is allowed in this variation, as long as the flag is caught before it hits the ground. If the flag is thrown to a teammate but hits the ground before it can be caught, the flag

132-488: A book for boys. Several friends supported Baden-Powell, including Sir William Alexander Smith , founder of the Boys' Brigade , Cyril Arthur Pearson , who owned newspapers and printing presses, and the novelist Maria Fetherstonhaugh , who provided a quiet Wimbledon house where he could write. Baden-Powell wrote a draft, then called Boy Patrols , which he used and tested with 22 boys for one week at camp on Brownsea Island in

176-414: A player is tagged while carrying the flag, it is returned to its original place. In another variant, the flag is left in the location where the player was tagged. This latter variant makes offensive play easier, as the flag will tend, over the course of the game, to be moved closer to the dividing line between territories. In some games, it is possible for the players to throw the flag to teammates. As long as

220-463: A time-out period elapses, after which the flag returns to one of several starting locations in home territory. The 2D map also features walls, trees and a moving river, enabling a wide variety of strategies. Special locations in the play area allow humans to query the game state (such as flag status) using binary messages. In 1992, Richard Carr released an MS-DOS based game called Capture the Flag . It

264-526: A time. The first team to take all of the opponents' sticks to their own side wins. In 1984, Scholastic published Bannercatch for the Apple II and Commodore 64 computers. An educational video game with recognizable capture-the-flag mechanics, Bannercatch allows up to two humans (each alternating between two characters in the game world) to play capture the flag against an increasingly difficult team of four AI bots. Bannercatch ' s game world

308-606: Is a similar game played in the British Isles, the United States, and Australia. However, instead of a flag, a number of sticks or other items such as coats or hats are placed in a "goal" on the far end of each side of the playing field or area. As in Capture the Flag, players are sent to a "prison" if tagged on the opponents' side, and may be freed by teammates. Each player may only take one of their opponents' sticks at

352-399: Is a traditional outdoor sport where two or more teams each have a flag (or other markers) and the objective is to capture the other team's flag, located at the team's "base" (or hidden or even buried somewhere in the territory), and bring it safely back to their own base. Enemy players can be "tagged" by players when out of their home territory and, depending on the rules, they may be out of

396-417: Is a turn-based strategy game with real time network / modem play (or play-by-mail ) based around the traditional outdoor game. The game required players to merely move one of their characters onto the same square as their opponent's flag, as opposed to bringing it back to friendly territory, because of difficulties implementing the artificial intelligence that the computer player would have needed to bring

440-479: Is defended mainly by tagging opposing players who attempt to take it. Within their territory players are "safe", meaning that they cannot be tagged by opposing players. Once they cross into the opposing team's territory they are vulnerable to tagging. Rules for Capture the Flag appear in 1860 in the German gymnastic manual Lehr- und Handbuch der deutschen Turnkunst by Wilhelm Lübeck under the name Fahnenbarlauf . In

484-420: Is divided into quadrants: home, enemy, and two "no-mans land" areas which hold the jails. A successful capture requires bringing the enemy flag into one team's "home" quadrant. Players can be captured when in an enemy territory, or in "no-mans land" while holding a flag. Captured players must be "rescued" from their designated jail by one of the other members of the team. Fallen flags remain where they dropped until

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528-463: Is most often a piece of fabric, but can be any object small enough to be easily carried by a person (night time games might use flashlights , glowsticks or lanterns as the "flags"). Sometimes teams wear dark colors at night to make it more difficult for their opponents to see them. The objective of the game is for players to venture into the opposing team's territory, grab the flag, and return with it to their territory without being tagged. The flag

572-414: Is no team territory, only a small base where the team's flag is kept. To win, one team must have both of the flags in their base. In some urban settings, the game is played indoors in an enclosed area with walls. There is also an area in the opposing ends for the flag to be placed in. In this urban variation legal checking as in hockey , including against the sideboards, is allowed. A player who commits

616-449: Is placed from the spot of the throw. If a player throws the flag, but is blocked or intercepted by a player from the opposing team, the flag is placed back at the base. It is not uncommon for people to play airsoft, paintball, or Nerf variations of Capture the Flag. Typically there are no territories in these versions. Players who are "hit" must sit out a predetermined amount of time before returning to play (respawning). "Stealing sticks"

660-422: Is translated to all the major languages of the world. Estimatedly, over 100 million books have been printed, making it rank high in the list of best-selling books . The internet page www.scoutingforboysroundtheworld.org has identified more than 300 different editions and included them in a database accessible via this internet page. Users can also add missing editions to the database themselves. All parts of

704-606: The Mafeking Cadet Corps during the Second Boer War at the siege of Mafeking , and on his experimental camp on Brownsea Island , England. Scouting for Boys (1908) was Baden-Powell's rewrite of his earlier book Aids to Scouting (1899) with many youth training ideas openly taken from The Birch Bark Roll of the Woodcraft Indians (1906) written by Ernest Thompson Seton , who later became

748-560: The Northrop Mall at the University of Minnesota on Fridays with typical attendance ranging from 50 to several hundred. Scouting for Boys Scouting for Boys: A handbook for instruction in good citizenship is a book on Boy Scout training, published in various editions since 1908. Early editions were written and illustrated by Robert Baden-Powell with later editions being extensively rewritten by others. The book

792-459: The 1920 Edition of "The Official Handbook for Boys" published by the Boy Scouts of America . The flag is usually placed in a visibly obvious location at the rear of a team's territory. In a more difficult version, the flag is hidden in a place where it can only be seen from certain angles. Capturing the flag also might require completing some challenge. For example, the flag could be hidden in

836-663: The 19th century, Capture the Flag was not considered a distinct game, but a variation of the European game "Barlaufen" ( Barlauf mit Fahnenraub ), played in France and Germany. Descriptions of Capture the Flag in English appeared in the early 20th century, e. g. in " Scouting for Boys " written in 1908 by Robert Baden-Powell , the founder of the Scouting Movement, under the title "Flag Raiding". They also appeared in

880-702: The Chief Scout of the Boy Scouts of America . Aids to Scouting was mostly a written explanation of the military scouting and self-reliance skills lessons Baden-Powell had learned from Frederick Russell Burnham , the British Army Chief of Scouts, but following the siege of Mafeking this military handbook unexpectedly became popular with many youth groups and educators, like Charlotte Mason , in Britain. At Mafeking, Baden-Powell's adjutant had recruited and trained boys aged 12–15 as cadets and during

924-488: The Flag is among the games that made a comeback among adults in the early 21st century as part of the urban gaming trend (which includes games like Pac-Manhattan , Fugitive , Unreal Tournament and Manhunt ). The game is played on city streets and players use cellphones to communicate. News about the games spreads virally through the use of blogs and mailing lists . Urban Capture the Flag has been played in cities throughout North America. One long-running example occurs on

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968-547: The Scout Movement. It is claimed to be the fourth bestselling book of the 20th century. A realistic estimate is that approximately 4 million copies of the UK edition have been sold. Extrapolating this to 87 different language editions worldwide, historic world sales of Scouting for Boys can be estimated at 100 to 150 million copies since 1908. In her introduction to the 2005 edition, Elleke Boehmer criticises

1012-406: The attacking team with the goal of installing the bomb and the defending team trying to prevent the installation. In 2011, Team Death Match has been added to the game, where the first team that reaches a set number of kills wins. Every successful kill or action gives the players two things: experience points and BlackPoints (BP). The first ones are used for progression through the several ranks, and

1056-419: The basic details of Scouting. The second part covers pages 71 to 142. It contains chapter II on tracking and chapter III on woodcraft, each with three camp fire yarns. The third part covers pages 143 to 206. It contains chapter IV on camp life, and chapter V on campaigning. The fourth part covers pages 207 to 270. It contains chapter VI Endurance for Scouts, or How to be strong , and chapter VII Chivalry of

1100-501: The book saying "the text was deeply scored through with a contemporary class prejudice which would have been off-putting to non-middle-class readers, as captured in the sharp aphorism that bees form a 'model community, for they respect their Queen and kill their unemployed' (p. 117) Character observation in many ways meant reading for the signs of working-class poverty." Scouting for Boys has been published in over thirty consecutive editions by London based C. Arthur Pearson Ltd. , and it

1144-473: The book, Scouting for Boys presents Scouting from the perspective of outdoorsmen and explorers rather than military men, and it adds the Scout Oath, Scout Law, honours and games for youth. The book was revised and an enormous variety of editions were published. Many of these editions were edited by others and, far beyond mere editing, whole sections were written by authors other than Baden-Powell. The book

1188-447: The case of the latter, one can only win when all flags are captured. Another variation is when the players put bandannas in their pockets with about six inches sticking out. Instead of tagging opponents, players must pull their opponent's bandanna out of their pocket. No matter where a player is when their bandanna is pulled, they're captured and must either go to jail or return to their base before returning to play. In this version there

1232-416: The enemy flag home and intercept opposing characters carrying the flag. In computer security Capture the Flag (CTF), "flags" are secrets hidden in purposefully-vulnerable programs or websites. Competitors steal flags either from other competitors (attack/defense-style CTFs) or from the organizers (jeopardy-style challenges). Several variations exist, including hiding flags in hardware devices. Capture

1276-479: The features is the Partner System, in which the players form a one-to-one relationship to fight together. The partners can share ammo and field of view between each other, with an exclusive use of Partner View. In Partner View, a small image from the partner's perspective is presented during the match. It acts like a radar added to the map display, informing of the enemy's positions by marking them. When one of

1320-415: The flag stays in play without hitting the ground, the players are allowed to pass it. When the flag is captured by one player, they're not safe from being tagged, unless they trip. Sometimes, the flag holder may not be safe at all, even in their home territory, until they obtain both flags, thus ending the game. Their goal is to return to their own side or hand it off to a teammate who will then carry it to

1364-406: The game, become members of the opposite team, be sent back to their own territory, be frozen in place, or be sent to "jail" until freed by a member of their own team. Capture the Flag requires a playing field. In both indoor and outdoor versions, the field is divided into two clearly designated halves, known as territories. Players form two teams, one for each territory. Each side has a "flag", which

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1408-425: The game. Players can leave the jail after a certain time, for example three minutes, or can leave early if tagged by a teammate. Depending on the game, players can be released on the way to jail, or may have to be in jail before being released. The rules for the handling of the flag also vary from game to game and deal mostly with the disposition of the flag after a failed attempt at capturing it. In one variant, after

1452-406: The knights. The fifth part covers pages 271 to 334. It contains chapter VIII Saving life, or how to deal with accidents , and chapter IX Patriotism, or our duties as citizens. The sixth part covers pages 335 to 398. It contains Notes to instructors and Scouting games, practices, and displays . Copyright to Scouting for Boys expired on 31 December 2011, at the end of the 70th year after

1496-492: The leaves up in a tall tree, and the players have to see the flag, then knock it out and bring it to their base. The rules for jail vary from game to game and deal with what happens if a player is tagged in the other team's territory. Either each team can decide a designated area for the other team's players to go to when tagged, or a single jail can be used for both teams. When tagged, a player should be trusted to go to jail on their own, or should need to be escorted, depending on

1540-464: The letter. The first release of BlackShot included two main game modes: Team Flag Match and Explosion Mission (now titled as Search and Destroy). Team Flag Match is a capture the flag variant where each team is in charge of protecting their flag runners on smaller maps with infinite respawns. Successfully raising the flag at its destination brings the team five points in addition to one point for each team kill. Mission consists of battle rounds between

1584-416: The other side. In most versions the flag may be handed off while running. The game is won when a player returns to their own territory with the enemy flag or both teams' flags. Also, rarely the flag carrier may not attempt to free any of their teammates from jail. Alterations may include "one flag" Capture the Flag in which there is a defensive team and an offensive team, or games with three or more flags. In

1628-400: The partners dies, the other gets to receive the current location of the opponent who made the kill, and earn points as a reward if the player makes an act of revenge on that player. If the partners are killed around the same time and one of them has a shorter respawn, that time will be applied to both, with the two appearing simultaneously. Capture the flag Capture the Flag ( CTF )

1672-497: The second ones represent the virtual currency, which allows for buying items like weapons or armor. BlackShot has a separate practice system with unlimited ammo and throwing weapons, designed for the map and weapon characteristics analysis, allowing easier access to the game and strategic plays. There is an option to play only with specific equipment through the limited weapon choice, with the players being able to create Rifle-only, Sniper-only, Pistol-only, and Melee-only rooms. One of

1716-489: The siege they acted as postmen, messengers, and later to carry the wounded, to free men for fighting. Upon his return to England, following the Second Boer War , Baden-Powell learned some British schools had been using Aids to Scouting to teach observation and deduction . In 1906, Seton discussed youth training ideas with Baden-Powell and shared with him a copy of The Birch Bark Roll of the Woodcraft Indians . Soon after, Baden-Powell decided to revise Aids to Scouting into

1760-409: The sites for skirmishes. The Cloners are a corporation that owns all of the surviving cloning factories, but dependent on Gaia for energy. The Cloners aggressively pursue cloning technology, and often employ mercenaries to defend what remaining cloning installations it possesses. Blackshot is one of the game world's leading mercenary groups, and agents are expected to fulfil the terms of their contract to

1804-568: The six installments in 1908 have the title Scouting for Boys in big capitals. With a listed price of ' 4d . net', it was affordable to many boys, many of whom would have been at work, as the school-leaving age was 14. Authorship is attributed thus: 'by B-P (Lieut. Gen. Baden Powell C.B.)' (sic). Most chapters start with hints to instructors. All chapters have campfire yarns , appealing to boys, most contain sections with games and activities, and they close with recommendations for books to read. The first installment contains pages 3 to 70. It provides

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1848-404: The summer of 1907, where Pearson's literary editor Percy Everett assisted. Scouting for Boys was published in six fortnightly instalments of approximately 70 pages each, from January to March 1908. They were produced by Pearson's printer, Horace Cox. These six publications were a success and, as planned, were issued in book form on 1 May 1908. Although Aids to Scouting strongly influenced

1892-412: Was a best seller upon release, and, in its various editions, is claimed to have become one of the best-selling books in history. Scouting for Boys has been translated into many languages. In 1948, editions of the book were still selling 50,000 copies annually. Only in 1967 was a decline noted by the publisher and in the last decades of the 20th century the book came to be seen as a period curiosity even by

1936-497: Was originally a manual for self-instruction in observation, tracking and woodcraft skills as well as self-discipline and self-improvement, about the British Empire and duty as citizens with an eclectic mix of anecdotes and unabashed personal observations and recollections. It is pervaded by a degree of moral proselytizing and references to the author's own exploits. It is based on his boyhood experiences, his experience with

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