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Action game

An action game is a video game genre that emphasizes physical challenges, including hand–eye coordination and reaction-time. The genre includes a large variety of sub-genres, such as fighting games, beat'em ups, shooter games and platform games. Multiplayer online battle arena and some real-time strategy games are considered action games. In an action game, the player controls a character in the form of a protagonist or avatar; this player character must navigate a level, collecting objects, avoiding obstacles, battling enemies with their natural skills as well as weapons and other tools at their disposal. At the end of a level or group of levels, the player must defeat a boss enemy, more challenging and a major antagonist in the game's story. Enemy attacks and obstacles deplete the player character's health and lives, the player receives a game over when they run out of lives. Alternatively, the player gets to the end of the game by finishing a sequence of levels to complete a final goal, see the credits.

But some action games, such as early arcade games, are unbeatable and have an indefinite number of levels. The action genre includes any game where the player overcomes challenges by physical means such as precise aim and quick response times. Action games can sometimes incorporate other challenges such as races, puzzles, or collecting objects, but they are not central to the genre. Players may encounter tactical and exploration challenges, but these games first-and-foremost require high reaction speed and good hand–eye coordination; the player is under time pressure, there is not enough time for complex strategic planning. In general, faster action games are more challenging. Action games may sometimes involve puzzle solving, but they are quite simple because the player is under immense time pressure. Players advance through an action game by completing a series of levels. Levels are grouped by theme, with similar graphics and enemies called a world; each level involves a variety of challenges, whether dancing in a dance game or shooting things in a shooter, which the player must overcome to win the game.

Older games force players to restart a level after dying, although action games evolved to offer saved games and checkpoints to allow the player to restart partway through a level. Though, some games allow for'resurrection' or'cloning' and the opportunity to regain lost items upon death for a certain sum of ingame currency increasing exponentially the more times the player dies; the obstacles and enemies in a level do not vary between play sessions, allowing players to learn by trial and error. However, levels sometimes add an element of randomness, such as an enemy that randomly appears or that takes an unpredictable path. Levels in an action game may be linear or nonlinear, sometimes include shortcuts. For levels that require exploration, the player may need to search for a level exit, hidden or guarded by enemies; such levels can contain secrets—hidden or hard-to-reach objects or places that contain something valuable. The prize can be a bonus or a non-standard exit that allows a player to access a hidden level, or jump ahead several levels.

Action games sometimes offer a teleporter that will cause the player's avatar to re-appear elsewhere in the same level. Levels make use of locked doors that can only be opened with a specific key found elsewhere in the level. Action games sometimes make use of time restrictions to increase the challenge. However, game levels do not react to time passing, day/night cycles are rare; when the timer expires, the player loses a life, although some games generate a difficult enemy or challenge. If the level is completed with time remaining, this adds to the player's score. In most action games, the player controls a single avatar as the protagonist; the avatar has the ability to navigate and maneuver, collects or manipulates objects. They have a range such as shooting or punching. Many action games make use of a powerful attack that destroys all enemies within a limited range, but this attack is rare. Players may find a power-up within the game world that grants temporary or permanent improvements to their abilities.

For example, the avatar may gain an increase in speed, more powerful attacks, or a temporary shield from attacks. Some action games allow players to spend upgrade points on the power ups of their choice. In action games that involve navigating a space, players will encounter obstacles and enemies. Enemies follow fixed patterns and attack the player, although newer action games may make use of more complex artificial intelligence to pursue the player. Enemies sometimes appear in groups or waves, with enemies increasing in strength and number until the end of the level. Enemies may appear out of thin air; this can involve an invisible spawn point, or a visible generator which can be destroyed by the player. These points may generate enemies only up to a certain number. At the end of a level or group of themed levels, players encounter a boss; this boss enemy will resemble a larger or more difficult version of a regular enemy. A boss may require a special weapon or attack method, such as striking when the boss opens their mouth or attacking particular part of the Boss.

In many action games, the avatar has a certain number of hit-markers or health, which are depleted by enemy attacks and other hazards. Sometimes health can be replenished by collecting an in-game object; when the player runs out of health, the player dies. The player's avatar is given a small number of chances to retry

Article 5 of the European Convention on Human Rights

Article 5 of the European Convention on Human Rights provides that everyone has the right to liberty and security of person. Liberty and security of the person are taken as a "compound" concept - security of the person has not been subject to separate interpretation by the Court. Article 5 – Right to liberty and security 1. Everyone has the right to security of person. No one shall be deprived of his liberty save in the following cases and in accordance with a procedure prescribed by law: a. the lawful detention of a person after conviction by a competent court. Everyone, arrested shall be informed promptly, in a language which he or she understands, of the reasons for his arrest and of any charge against him. 3. Everyone arrested or detained in accordance with the provisions of paragraph 1.c of this article shall be brought promptly before a judge or other officer authorised by law to exercise judicial power and shall be entitled to trial within a reasonable time or to release pending trial.

Release may be conditioned by guarantees to appear for trial. 4. Everyone, deprived of his liberty by arrest or detention shall be entitled to take proceedings by which the lawfulness of his detention shall be decided speedily by a court and his release ordered if the detention is not lawful. 5. Everyone, the victim of arrest or detention in contravention of the provisions of this article shall have an enforceable right to compensation.. Article 5 provides the right to liberty and security, subject only to lawful arrest or detention under certain other circumstances, such as arrest on suspicion of a crime or imprisonment in fulfilment of a sentence; the article provides the right to be informed in a language one understands of the reasons for the arrest and any charge against them, the right of prompt access to judicial proceedings to determine the legality of one's arrest or detention and to trial within a reasonable time or release pending trial, the right to compensation in the case of arrest or detention in violation of this article.

Magna Carta Habeas Corpus Act 1679 Entick v. Carrington Fifth Amendment to the United States Constitution HL v. UK. 2004 - App no 45508/99. No. 71503/01 European Convention on Human Rights A guide to the implementation of Article 5 of the European Convention on Human Rights Guide on Article 5. Right to liberty and security under

Pronsky District

Pronsky District is an administrative and municipal district, one of the twenty-five in Ryazan Oblast, Russia. It is located in the west of the oblast; the area of the district is 1,070 square kilometers. Its administrative center is the urban locality of Pronsk. Population: 31,393; the population of Pronsk accounts for 12.6% of the district's total population. Рязанская областная Дума. Закон №128-ОЗ от 12 сентября 2007 г. «Об административно-территориальном устройстве Рязанской области», в ред. Закона №56-ОЗ от 27 июля 2012 г. «О внесении изменения в статью 7 Закона Рязанской области "Об административно-территориальном устройстве Рязанской области"». Вступил в силу через десять дней после официального опубликования. Опубликован: "Рязанские ведомости", №273, 20 сентября 2007 г.. Рязанская областная Дума. Закон №89-ОЗ от 7 октября 2004 г. «О наделении муниципального образования — Пронский район статусом муниципального района, об установлении его границ и границ муниципальных образований, входящих в его состав», в ред.

Закона №116-ОЗ от 8 октября 2008 г. «Об утверждении границы муниципального образования — Пронский муниципальный район и границ муниципальных образований, входящих в его состав». Вступил в силу со дня официального опубликования. Опубликован: "Рязанские ведомости", №212–213, 14 октября 2004 г