The Boys have gone down 3-1 in the Elimination Final against the Casey Comets at IYU Reserve on Sunday 9 September.
In an even first half, Golden Boot winner Eden Reed was able to score the opener for the Under-14 Boys in the early stages.
Despite scoring the opener, the Casey Comets were able to score the equaliser with just minutes to go in the second half as the scores were 1-1 at half-time.
The Casey Comets dominated in the second half, scoring two more goals to run home with a 3-1 win.
Some news for kids who would like to participate in Junior Coordinator Steve Campbell’s Little Striker’s Futsal Academy.
The Healesville Futsal Competition is starting Term 4 Saturday mornings for Under 8’s and Under 10’s – all registrations are now open.
All the outdoor kids are invited including the miniroos kids.
If your kids are interested in playing futsal in Term 4, please register via the link below:
The juniors performed well this season, with our Under-12 Boys finishing in fourth position, our Under-14 Girls in second position, and our Under-14 Boys crowned League Champions following their 1-1 draw with Montrose at home last weekend.
Below is a summary of how each of the junior teams went this season in their respective competitions.
With Gez as game day coach, and Klaus as training coach, the team have undertaken a journey of discovery. The team have learnt many new skills – from the early days of basic ball control, to team work, skills, game strategy and formation plays – the boys set themselves up for an exciting end to the season. Despite falling to the ladder leaders Glen Waverley last weekend, the Under-12 Boys were able to finish up with nine wins and four losses for the season.
The Under – 14 Girls had a great season in their first year playing together, finishing in second position in their respective competition. Coached by Steve Campbell, the girls brought a real hunger and determination to the game each week, working hard on the basics of the game and putting it into practice on a Sunday. Maddie and Kiera were the side’s shining lights this season, with both girls selected to train with the FFV Under – 14 Girls Metro side on an eight-week training session in Darebin. Kiera was also awarded with the Golden Boot after scoring 32 goals for the season in a year that saw the girls finish with 12 wins and four losses.
The Under-14 Boys performed on the pitch this season – crowned League Champions after a 1-1 draw with Montrose to secure their second title in three years last weekend. Coached by Nick Caloutas for the past five years, the boys were able to secure 11 wins and suffer two losses for the season. Eden Reed was also the the shining light from the Under-14 Boys side, scoring 26 goals for the year. With a fantastic year that has been capped off with a title, the boys will be looking to play-off in this year’s Sportsmart Juniors Grand Final by taking down the Casey Comets this Sunday at IYU Reserve.
Under-14 Boys v Casey Comets
Sunday September 9th, 12.30pm at IYU Reserve
East winner v South winner
The Under-14 Boys take on the Casey Comets to play-off in the Sportsmart Boys’ Juniors Grand Final on Sunday 16 September. The Under-14 Boys secured a 1-1 draw last weekend, while the Casey Comets are coming from a 4-4 draw with the Sandringham Strikers.
Under-14 Boys (WWDWD)
The Under-14 Boys have had an excellent season finishing on top in the Sportsmart Junior Boys’ 14C Competition on 36 points – two points in front of Montrose. With three wins in their past five matches, the Reds will be looking for maximum points against a tough opponent in the Casey Comets who have scored 139 goals in one season.
Casey Comets (WWWWD)
The Casey Comets finished on top with 50 points in the Sportsmart Boys’ Juniors Under-14 South competition. The Casey Comets are in good form coming up against the Healesville Soccer Club Under-14 Boys with four wins in their past five matches and 16 wins and two draws for the season. With their present form, the Casey Comets will be fancying their chances when they come up against the Reds at IYU Reserve on Sunday afternoon.
This is the first meeting between the two sides.
It wasn’t the Under 12’s day today after suffering a 3-0 defeat to Glen Waverley away from home on Sunday 2 September.
A match report from Under-12 Boys Team Manager Sally Clinton below:
It was a tough final game for the Under 12’s today.
Playing Glen Waverley, who have been undefeated all season, we lost 3-0 in what was a strong contest.
The boys played hard, but in the end with two players down and a couple of injuries, it wasn’t enough against the top team – but we have been tough all season.
Only two teams have been able to beat us this year.
The boys can hold their heads high finishing a close fourth on the ladder, with so much growth throughout the season.
Well done boys. You should be super proud of yourselves.
The Under-14 Boys have secured the title in the Under-14 Boys’ East 14C competition after a 1-1 draw with Montrose at home.
The boys started the better of the two teams in the first half, with a goal from James Brown on the counter seeing the boys with a 1-0 lead at half-time.
The visitors were looking dangerous in the second half, and unlucky not to score the equaliser after a goal was disallowed with 10 minutes to go.
Montrose found the net inside the box with just one minute to go, but that wasn’t enough as a draw by the Under-14 Boys saw them secure top position and their second title in three years.
Under-14 Boys striker Eden Reed also won the Golden Boot after scoring 26 goals for the season.
“I couldn’t be more proud of them,” coach Nick Caloutas said.
“I loved the boys’ desire, heart and mateship.”
The League Champions will now play-off against the Casey Comets for a position in the Sportsmart Boys’ Junior Grand Final from 12.30pm at IYU Reserve on Sunday 9 September.
The Under-14 Girls have finished in second position in their first season after securing a narrow 2-1 win against Chisholm United at home.
The hosts’ started brightly, with a goal to Kiera Steventon seeing the girls have a 1-0 lead at half-time.
In a much even second half, a goal to Under-14 Girls striker Kiera saw the home side with a 2-0 lead.
The visitors were able to get one back in the latter stages of the second half, but that wasn’t enough as the hosts’ finished the year in emphatic fashion with a 2-1 win.
“The girls battled, stuck to their guns, and I am so proud of them,” coach Steve Campbell said.
“Hopefully they stick together, dig deep, and bring more girls to the club.”
Kiera won the Golden Boot in the Sportsmart Girls’ East 13-14D competition after scoring 32 goals for the season.
2018 Sportsmart Boys’ East Joey’s Blue Competition R18-
Glen Waverley v Under-12 Boys
Sunday September 2nd, 9am at Capital Reserve
1st v 4th
The Under-12 Boys take on Glen Waverley for the second time this season. The Under-12 Boys are coming off an astonishing 5-0 victory over Ringwood City, while Glen Waverley are coming off a 0-0 draw against Knox City.
Glen Waverley (WWWWD)
Glen Waverley have had a stellar season with 14 wins and no losses for the year. The hosts’ are also in solid form with four wins in their past five matches. Coming up against the Healesville Under 12’s, the ladder leaders will be looking for nothing less than three points in what has been a superb year for the Tigers.
Under-12 Boys (WDDBW)
The Under 12’s have shown significant improvement this season. With a change of coach in Round 5, the Under 12’s have been able to string together nine wins and only three losses for the season. The Under 12’s have also had a solid performance on the pitch in the last five weeks with two wins and two draws. Only one-point behind Knox City on the table, Gez’s boys will be striving for third position with maximum points away from home.
The last time these two sides met was in Round 3 where Glen Waverley secured a 2-0 victory over the Under-12 Boys at the Don Road Complex.


Dragon's Package: One Day Mailmouse delivers a package to Dragon. He’s about to open it when she points out that it says right on the package, ‘do not open until your birthday’ – which is two whole days away. To prevent himself from peeking, Dragon hides the package in his closet… but then he worries he might forget the package is there, so he very cleverly puts it in his wagon and tethers the wagon to his waist. This turns out to be a pretty awkward arrangement, so Dragon places the package in the corner, instead. He really really wants to know what’s inside the package, so he goes outside to distract himself… but everything reminds him of a possible present. He hurries back inside, and tries to figure out what’s in the package without opening it. He sniffs it, lifts it, and shakes it – but he’s no closer to guessing what’s in there. That night, he keeps the package near him, in case it makes any unusual noises that might give it away. The next morning he has a very good idea – he uses his hands to measure the size of the package, and then goes to Ostrich’s store to see if there’s an empty space on her shelves just about that size. When that doesn’t work he asks his friends if they know what’s inside the package. Yes, they do, they tell him – it’s a surprise he’ll just have to wait to see! Finally, after so much waiting and wondering, it’s Dragon’s birthday. When his friends arrive for the party Dragon eagerly opens the package to discover balloons and birthday hats. Now he knows why it said ‘do not open until your birthday’!
Dragon's New Game: Dragon and Alligator are playing their favourite games – checkers, beanbag toss, a burping contest – each winning some and losing some. They realize it’s no fun winning when your friend is losing, and no fun losing when your friend is winning, so they decide to find a game in which there are no winners or losers. They soon realize every game they think of has a winner and a loser: Arm wrestling... a hopping race... hula hooping... basketball. They try playing games that have winners and losers without doing the part that wins or loses the game – such as playing soccer without kicking the ball – but that isn’t much fun. They play a card game in which the cards have no significance, try tag without an ‘it’ and even play a game of checkers where they can move any piece anywhere at any time… but they realize games aren’t much fun without rules. Dragon decides they’re just going to have to invent their own brand-new game. Inspired, they combine their favourite games together into one strange new concoction and call it Dralligator - a very silly game with an awful lot of silly rules. Dralligator’s so much fun Mailmouse and Beaver happily join in. Best of all – because it has no winner or loser, the game never ends!


I didn't make it very far into the game. Frame rates was between 30-50 and there's tons of motion blur. It makes me nauseous
A downloadable game for Windows
First person perspective adventure game with horror elements set in a sinister world, where you have to risk your life to gain even the smallest piece to vast a puzzle.
Where is your family? Who can you trust? Are you ready to learn the truth?
You are playing as a soldier, Jared Wolf. After coming back from a military mission, you find out that your family disappreared. You were admitted to a psychiatric hospital, but after a few treatment sessions, you got trappped in it's basement and used in some ritual. Your main goal is to discover what's happening in the hospital and find your family.
W,S,A,D - Movement
SPACE - Jump
LMB - Interaction
RMB - Alternative Interaction
MMB - Focus
LCTRL - Crouch
TAB - Inventory
F - Flashlight
LSHIFT - Sprint
Q/E - Lean Left/Right
|Release date||Sep 16, 2020|
|Made with||Unreal Engine|
|Tags||apophis, First-Person, Horror, Survival Horror|
|Average session||About an hour|


Judy® Clock's game, What Time is It? provides students kindergarten through grade 2 with a unique and fun approach to mastering basic time-telling skills! Aligned to Common Core State Standards, each game board is illustrated with bright, eye-catching colors and easy-to-read game cards! With four different games to play, this set is perfect for center activities or small group instruction. This set includes 4 game boards, 96 game cards and 16 player pieces and is designed for 2-4 players. Brand: Carson Dellosa Education UPC: 044222225353 ASIN: 1620573407 MPN: 140314
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Hey, so considering what my future job will be, I thought that it would be worthwhile to start putting some of my thoughts involving video games down on “paper.” These posts will be mostly drawn from my experiences with a particular game, so they most likely won’t have any links for references.
So with all of that precursor junk out the way let’s get into it. The other day I had the absolute pleasure to play a game called Journey. I know that it has been out for 2 years, but up until this point I haven’t had access to either a PS3 or a copy of the game. But I recently got access to both of those things and so I finally played Journey. I had already seen a playthrough, so I knew just how short it was. So having set aside the two hours I knew it would take to complete. I began my Journey (heh see what I did there?).
I won’t really talk much about the game because I feel that what it contained wasn’t as important as what I got out of it. That may sound harsh but let me explain. If you look at Journey from a purely mechanical standpoint it is so bare bones to the point of almost not being a game. You play as a piece of cloth walking in a desert. But even with that few mechanics Journey has managed to make its way into it’s place as one of my favorite games of all time. This is bizarre for me because in my mind mechanics has always and I mean always trumped story. Because of this I have heavily enjoyed games like Super Meat Boy, Spelunky, Rayman Origins/Legends, and Hotline Miami. Those games may have story but it is either silly to the point of uselessness or there is none to speak of.
So that begs the question why did enjoy Journey so much? I have a couple theories as to why. My biggest one is that the ambiance and the atmosphere of the game was so cohesive and beautiful that any other shortcomings fell to the wayside. My other one is that this game was just so minimalistic compared to other games that I have played, that I enjoyed it simply due to the change of pace. It could be a combination of both of these things or something entirely different than that.
When I say that this game was cohesive and that all of the elements worked together in unison I mean that they fit perfectly. If you were in the middle of a moment that was supposed to be thrilling the music would climb to a crescendo and lift you to greater heights. During that section the mechanics were fast paced adding more to the feeling speed and excitement. The graphics would also add on to this with gorgeous set pieces and really stylized lighting. Then there were the times when your character was downtrodden and beaten. The game would change how he looked, you would walk slower, and the music would be more somber and slow. This perfect unison of all of the elements of the game meant that when the developer wanted you to feel something you really felt it.
Speaking of highs and lows I would also like to mention that this game is paced perfectly. The other day I watched a cool video by Extra Credits that was about pacing in video games. In the video it talks about how well pace video games make you feel awesome and then cool it down and then make you feel awesome again in an ever increasing series of peaks and valleys. As I was playing Journey I noticed that it followed the pacing graph in the video perfectly. Journey also slammed it home by bringing the experience back together and winding the game down with an extremely satisfying ending.
It is definitely worth mentioning that Journey stands as a game that has no fighting amidst a sea of shoot em ups and action games. I loved that the game took gameplay in a different direction than combat. Not many games do that these days, and it made Journey all that more special of an experience.
So what is my main point in this post besides Journey being a great game? Games are about experience. Not “xp” or leveling a character, but rather the experience that a player gains through play. While some people say that games are about making a player feel something, I think that is missing the mark by a little bit. Games are making the player experience something. Whether that is an emotion, an epiphany, or an epic journey, if a game succeeds in conveying the intended experience to a player, I view that as a major success. There are different ways in which games do this, and hopefully I will be able to cover them in future posts. However, as it is now I think I’ve covered mostly everything I wanted to and so I’ll leave at that.


NOTE: post is currently in progress, i’m too tired to fix it properly before i publish the updates
I’ll add more to this list as I find and play them. Last updated 23rd February 2015.
Usually you’ll want to (or it’s only possible to) emulate a game instead of buying a physical cartridge. Emulation means you use software to play the game on another gaming device, for example playing a gameboy game on a 3DS, or a PS2 game on a computer. Emulation software is entirely free, and runs on “ROMs” (digital versions of the info that’s on a game cartridge), which you can download online (techically, having a ROM copy of a game you already own is not illegal, and emulators aren’t illegal, but downloading ROMs of games you don’t already know is illegal – anyway you can find ROMs easily online.) If you have a device like a 3DS, you can buy a “flashcart” (flashcartridge) which is basically just a fake game cartridge that’s actually a USB, and you can load the emulation software etc onto it. Anyway!
Games only in hiragana or katakana:
1. (GBC, NDS) All of the Pokemon games (although X and Y can switch in-game between kanji and hiragana by changing the settings). Pokemon Gold, Silver or Crystal are actually the easiest to understand and learn from out of all the games (Red/Blue/Green have stilted text with not enough context, and the later games have way too much text and aren’t as easy to play if you can’t understand what they’re saying). Warning, the Mystery Dungeon games have really tiny text that’s hard to read.
2. (DS) こどものための読み聞かせ えほんであそぼう – A series of “games” which are actually illustrated children’s books. There’s both English and Japanese stories, and the stories have audio. The stories are just things like that one about the peach boy, and Peter Pan, summarized.
3. (GBC) 不思議のダンジョン 風来のシレン This game is entirely in hiragana and the only real text is when you’re in a town or other “resting place”. It’s easy to figure out how to play even without being able to read anything. You wander around, picking up objects and fighting things, trying to get to deeper and deeper levels of the “dungeon” (ex. get to level 15 to rescue someone) then climb back out:
4. (SMS) Phantasy Star – Written entirely in katakana, except for some sort of cutscenes which use a few basic kanji. I haven’t played it so I dunno how easy it is to understand things in.
5. (SNES, GBA) Mother – also known as “Earthbound”. There’s three games and as far as I know, all of them only use hiragana and katakana.
6. (SNES) Final Fantasy III – has small text and is difficult to understand the “cutscenes”, but the normal “walking around town talking to random people” is much easier to understand.
7. (GBA) Breath of Fire. Text is also relatively big and easy to read.
8. 3×3 Eyes – Only has kanji in the opening scenario-type text, all the dialogues and in-game stuff are just in hiragana/katakana. has huge text!
9. Soul Blader – the hiragana is relatively big and clear to read.
Only basic kanji, without furigana:
1. As far as I know, all the Zelda games for GBC and GBA. “Oracle of Seasons (GBC)” has barely any kanji (as in, extremely few even from the basic kanji) from what little I played, but unfortunately the kanji looks like this:
(GBA) Fushigi no Boushi has more kanji (still probably all in the most common 1.000 though) and is still a bit hard to read because the letters are squished:
2. Dragon Quest I, II – again, the kanji looks like this:
3. Ougen no Taiyou – fairly big font with clear kanji
4. Akazukin Chacha – huge text
Kanji with furigana:


The difference in playing Judi Casino slot is that players strip items of clothing when they lose a bet. Strip poker has been with us for ages, and contrary to popular belief, strip poker is originally not a sensual, erotic game. Poker developed hundreds of years ago, and strip poker originated from the basic game of poker.
Because poker enables one to win while others are losing, the losers then can bet their clothing. This is to take back their cash from the winning opponent. Before, items of clothing are considered of special value.
Casino slot is played like a regular poker game. But casino slot online sometimes entice non-poker players to get hooked in the game, a feat that cannot be done by regular poker games. Strip poker adds zest to a dying party. It can bring fun back to your poker games. There are as many strip poker variations as regular poker game variations.
Casino Slot Online Indonesia
Sometimes, Casino slot is used as a kind of foreplay and sometimes it is considered as a way of flirting. Casino slot games can have speedy, medium or slow stripping modes. Excitement can either be withheld or let loose. Speedy Casino slot games can start like a regular poker game, but everyone (except the winner of course) removes an item of clothing.
This is a very fast way and very good excuse for stripping naked, not to mention this will give you great motivation in playing poker. Medium mode stripping in a strip poker game means that the winner is the only person who is not stripping, but the losers have the option to buy back clothes in the coming rounds. The slowest way of stripping via a strip poker game is when only the person with the lowest poker score will be the one who will strip.
There are countless variations of this game. One variation even makes use of poker chips and that when you lose all your poker chips, you will be required to bet your clothing. This is yet another slow method—if your only objective is to strip. However, stripping in a strip poker game will most likely be for the benefit of the game only, and not just about the stripping per se.
Some Casino slot games have been popular. In Jamaica, there is even a strip poker international competition! They employed 4 super models to play strip poker, and the winner takes on serious money. However, this is a for adults only event. And it is very unlikely to see strip poker in the Olympic games! Although, we all know that you’d love to see strip poker players from all over the world battle out for the gold medal.
Because of Casino slot popularity, there have been thousand of sites dedicated to the game. It can range from intimate poker play, to party poker type games. Also, because of the advent of cyber online technology, strip poker is already available online. Some strip poker games have poker chips, money bets and stripping all combined in the touch of a button, or click of a mouse.
Some strip poker sites even has strippers available online. Through a hefty credit card application and registration, one can avail of hours of online strip poker gaming.
Some online strip poker sites have pictures that strip as you win, but some have real time strippers that you can view stripping via a web camera. Strip poker, just like any other adult game or enterprise, is regulated in most parts of the world. Some more liberal nations, such as those in Europe have strip poker TV shows! The difference between that and American strip poker shows is that the Euro version allows total nakedness via a TV broadcast!
Whether you are playing strip poker for your foreplay, or as a form of a sexual tease, whether you are playing strip poker party version or just adding the element of stripping to a rather boring game, no one can contest the hours of enjoyment that can only be attributed to poker… Strip poker that is!
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If all of these conditions apply to you, you are permitted to ENTER. If any of these conditions do not apply to you, you are forbidden from entering and viewing the contents of this Website and you should now LEAVE.


Ever seen the words,’Shuffle a Deck of Blackjack and see what’s up?’ That is exactly what you need to do whenever you are speaking about playing online blackjack.
have a peek at this website
There are lots of kinds of the sport. The most Well-known ones include Texas Holdem, Stud, Lowball, Baccarat, Omaha, Seven Card Stud, Five Card Draw, etc.. And you’ll be able to add one more to the list: No-Limit Texas Holdem.
Poker was once regarded as the king of all the matches. People used to play with them as their favourite pastime. It’s still one of those games that people play. A lot of those who are currently playing poker also consider it to be one of the favorites.
These games will also be accessible. You can even start your own betting games by setting up your own table. The room is easily adapted. It might be a smaller table but nevertheless it can provide enough players for you to continue to produce profits.
Those that are also fond of this sport might want to attempt slots. There are a few high roller slots which are licensed to allow you to enjoy the blackjack and slots game. As you want to have your personal chips for gambling and playing, you have to be aware of the casino rules.
Roulette, like the others, is just another classic casino game that offers a thrilling casino experience. The prizes will vary based on the type of the match. The jackpot varies from a few dollars to a lot of thousands and thousands of dollars.
Roulette includes different table sizes. You can try it at the minimum table size or you can play at the Big Blind for large payouts. The same goes for blackjack and slots.
Aside from playing the game online, you can also try this casino game by going to the real gaming halls. There are many places where you can play this game in real live setting. Play in any of these game centers and you may enjoy the thrill of winning and making money.


Gamers' Society hosts a night of games! Board games. Card games. Computer games. Video games. If you have a game that you love to play, bring it and play! The Gamers' Society loves games and will take all challenges! So come and join us for a night of fun.
- Friday January 31, 2014 06:00 PM
- Friday January 31, 2014 11:00 PM
- UC 120,121,122
- Megan Schultz
- Contact Email


Diablo II: Disconnected
Re-experiencing the magic of Diablo II via Diablo II: Resurrected has been such fun, but the instability of the game's online features since launch is bordering on outrageous.
We're quickly approaching three weeks since the game was released and, as of writing this, the game's servers have been down for four days running, sometimes for as long as ten hours. They're down right now, in fact.
These interminable server problems follow a seriously sketchy launch, which saw most players unable to connect, while those who could experienced progression roll-backs punctuated with bouts of characters disappearing from the character-select screen among myriad other issues.
The game has also experienced significant down-time each weekend since release.
The care and artistry with which the game has been remade is unquestionable, but the technical implementation of its online play is leaving a lot to be desired. And, boy, are people mad about it.
Perhaps most frustrating of all is Blizzard's complete silence on the issue. In fact, there hasn't been an official post about the game since two days before it launched.
Meanwhile, Blizzard's customer support channels are being left to deal with an irate fanbase who are understandably confused — and beginning to fill the void of silence with accusations of incompetence or, at worst, complete disregard for the experience of their customers. I think a simple explanation would go a long way, but there are surely many people who will drop the game and never return after feeling abandoned by Blizzard post-purchase.
I can't help but be reminded of David Brevik's Diablo Postmortem back at GDC 2016. In it, Brevik reveals that the legendary Classic Battle.net service was powered by a single computer. Of course, that's because back then Battle.net was a sort of match-maker for peer-to-peer games, and not the presumably colossal server infrastructure our Blizzard games connect to today. But hey, maybe they were onto something with keeping it simple...


All the same, this blog can use more positivity. I tried to write a happier blog once about Mortal Kombat (1995), but it got too long and ranty. Since I'm on a Legend of Zelda kick right now, why not talk about Majora's Mask for the time being?
Now, I did not grow up playing Legend of Zelda games. My brother played the first one decades ago, but we didn't have that for long so I think we just borrowed it from someone. In any case, there is no nostalgia factor involved when I say that Majora's Mask is a magnificent game. Huh, I wonder if it's the same way for other people who came into the franchise late.
As a short summary for anyone unfamiliar, Link has left Hyrule to discover what happened to Navi, his fairy companion from the previous game, Ocarina of Time. Instead, he encounters two rogue fairies and Skull Kid, a boy who has gained phenomenal power from the evil, mystic Majora's mask. The Happy Mask Salesman sends Link to Termina to get the mask back, only Skull Kid has now brought down the moon, which will crash into the land of Termina after three days. Link has to use his ocarina to relive the past three days over and over to rescue the four guardians that will help him stop the moon from killing everyone, with the help of magical masks, including three infused with the spirits of dead Termina citizens.
There are lots of reasons why Majora's Mask is one of the absolute best games in the Zelda series. Here are a few.
---- Top Ten Reasons The Legend of Zelda Majora's Mask is Amazing ----
10. It resolves a delay problem common in Zelda games.
One of the things I've noticed while watching Twilight Princess and now Windwaker is that there's a significant plot/gameplay delay in both games -- there's the "why aren't you solving the problem now?" question. In Twilight Princess, the player immediately wanted to go after Zant...and is sent on three massive fetch quests before directly assaulting him, with only a few encounters with Zant's forces along the way. If Zant has this crazy army that's all out to conquer, then Link should be doing things that involve stopping this army. As is, the player rarely feels like he's directly doing anything against the bad guy, who could be doing anything while Link is hunting light bugs and finding mirror shards.
It's even more apparent in Windwaker. Link's sister was kidnapped there, along with other girls. When Link is stopped from immediately saving her, he has to go through two whole dungeons before trying again. Uh, Link? Ganondorf could be doing anything to those girls while you're gone. What's with the delay? The delay in both games is made worse by the numerous side-quests, making Link look frivolous while there's danger afoot.
Granted, this is not a huge problem in either game, as an element of suspension of disbelief should always be present. It's a video game, so if you're having fun, whatever. What makes Majora's Mask so special in this area is that Link does go immediately to the problem -- Skull Kid and his powerful mask -- and there is a perfectly logical reason why he can't just solve the problem. Link needs the four giants of Termina to come and hold up the moon. This perfect blending of story and gameplay is that extra something, that pinky off the teacup, that pushes Majora's Mask to another level.
|Ah, logic. Ain't it a delicious thing?|
On an unrelated note, I'm watching Windwaker now, and I'm a little surprised that the fanbase was so against it at its release. There's a ton of older game references and such, so it's not that different from other games in the series. Even the cartoon-y look was already present in Zelda handheld games. On the downside, the gameplay's really repetitive, particularly in the second half.
9. Majora's Mask has great morals.
Now, a game, or any story in particular, doesn't have to have a moral. Some games have bad morals, and others have no particular morals at all. They simply show desperate people in desperate situations. Few games dare to have real morals. Majora's Mask, on the other hand, not only has good morals, but it's not preachy at all.
Link's adventures in this game involve nothing but doing things for other people, and people who desperately need help. From kidnappings to zombie problems, Link's there to help without fear or hesitation. Of course, that's Link in every game. Link is probably the single most selfless hero in all of gaming.
It's the rest of the story that really works hard on this end. Majora's Mask centers around forgiveness and the consequences of one's actions. This is told through the stories of Skull Kid and Majora.
We are never directly told what Majora's backstory is, but we get hints of it. The Happy Mask Salesman states that Majora's mask was used by an ancient tribe for evil ceremonies, but they had to seal it away. When the tribe died long ago, there was no one left to keep it sealed.
Skull Kid was a lonely boy, one who was unable to make friends because he's a prankster. The fairies Tatl and Tael, likewise naughty people, think it's a great idea to prank other people too. That's what not only causes them to steal Link's ocarina at the beginning of the game, but what causes them to steal Majora's mask from the Mask Salesman earlier on. Thus, Skull Kid's mischief is exactly what leads him into dooming all of Termina.
|Skull Kid "abandoned" by the giants of Termina.|
There is a theme here of loneliness turning into mischief, and then into evil. Powerful stuff, and far more real-world applicable than most video game fare. While usually the real world is a bit more subtle than putting on a mask and suddenly throwing a moon into a city, the metaphor works. There are some people who want others to suffer for their pain, and they're willing to go to extremes to get it. Magic is the only fictitious aspect.
What makes the morals work even better are the two fairies, Tatl and Tael. They're both accessories to Skull Kid's actions, having participated in the mugging of Link and (presumably) the Mask Salesman. Tael spends most of the game at Skull Kid's side, terrified at what his friend has become. This happens while Tatl must follow along Link and witness how Skull Kid's actions have hurt everyone. While the game implies rather than directly states Tatl's reactions to what she sees (another point in its favor), a novel of this game would doubtlessly go into detail about how she feels to know that Skull Kid killed the Deku Butler's son.
What I like about Tatl's arc is that she's not really like Skull Kid. Skull Kid pulls pranks because of deep insecurity, while Tatl does so simply because she's thoughtless. By accompanying Link, she comes face to face what what can become of a "harmless" prank. Her insincere apology to Link for her involvement in his becoming a Deku scrub implies a base form of morality in her, as though she at least knows right from wrong in the beginning. At the end of it all, her knowledge of good and evil goes deeper. She goes from having conflict between being boring vs bending rules for fun, to instead the idea that choices have consequences. By following alongside Link, Tatl gets to know his perspective on morality: not merely that hurting others is bad, but that hurting others can hurt you too.
Granted, this is a video game, and so it can't go on moralistic diatribes. But the lack of diatribes is what makes the morals come across so well. Instead of being told how we should feel, players experience for themselves the horror of letting one's own pain cause pain for others.
8. The simplicity of the horror is the pinky off the teacup
Majora's Mask is genuinely haunting, but not because many of its visuals are in and of themselves frightening. The concepts behind everything are what makes the game so viscerally disturbing. It's proof that things that are scary are generally not overcomplicated and convoluted things.
For example, the morals of Majora's Mask are frightening. Not in a way that will make a person scream, but in the way it slowly shows loneliness becoming evil is relatable. Most people know what it's like to be lonely, and so Skull Kid's plight as a rejected, unsocial boy can hit us right where we are.
But it's not just about the story elements. Every concept in this game is a subtle terror. There are many references in Majora's Mask to the number four, which is the number of death in the Far East. There are four areas, dungeons, and bosses. When Link learns the song Elegy of Emptiness, he can make a statue for each of his four forms. There are four arrows in the game: light, bomb, fire, and ice. There are four transformation masks: deku, goron, zora, and the fierce deity masks.
One of the four areas in Majora's Mask is Ikana Valley, the land of the dead. Cheery, no? Its dungeon is claimed to be based on the Bible, and its height is supposedly representative of building up to Heaven...and when that temple turns upside-down, that represents God putting mankind in its place. Granted, I learned about that basis secondhand, so I don't know if it's true or not. Still pretty cool.
There's really no beating the elegant simplicity of a first time player entering Clock Town, and they look around. At first, all they see is a pleasant enough town, where people are going about their daily lives without a care in the world. And if the player should look up, there's a giant moon hanging low in the sky, and it's got a horrifying murder-face staring down at the hapless people below. What makes it better is that the game never explains the moon. It never says why the moon has a face, and how Majora can control it. The player is in a constant state of being under a malevolent thing slowly going downwards.
The moon represents true fear conceptually. That is, a malevolent thing that has no real benefit in hurting you. It doesn't want to fight you, conquer your country, or steal something from you. It just wants you to suffer.
But the thing that scares everyone the most? It's all the people. They are frightened, desperate, and are suffering in one way or another. In most cases, Link can save them, but not always. There's the despair of the moon going to fall soon, for one thing. In other cases, it's too late. Mainly in the case of those who die and turn into transformation masks. Darmani, the goron hero, is a ghost when we meet him, and is in despair because his people have been afflicted with an unnatural blizzard that's freezing the entire land. All Link can do is play the Song of Healing, and then take the goron mask that Darmani's spirit forms to save their people. Darmani is still dead, and won't come back to life.
Still, Darmani died a beloved hero after having lived to adulthood. The Deku Butler's son, whose death provides Link with the Deku mask, was only a child. One of the very first things we see in the game is his tree-corpse. It's also strongly implied that Skull Kid killed the Deku Butler's son so that he could turn Link into a Deku scrub at the beginning of the game. All we know for certain is that he's definitely the son of the Deku Butler -- at the end of the game when the day is saved, we see the Butler weeping before his son's dried and shriveled corpse.
Probably the most confusing of these deaths is Mikau's, the provider of the Zora mask. He dies right in front of Link, after a failed attempt at saving the eggs of a member of his band from pirates. When Link wears his mask, people mistake him for Mikau, never realizing that their friend is dead the whole time. It's not clear when or even if Link tells them the truth, as the end credits show Mikau's band playing, with "Mikau" apparently there. Given how the Deku Butler's son and Darmani didn't come back to life, this is more than likely Link wearing the Zora mask one final time.
Heartbreak is, I suppose, the scariest thing of all.
7. The characters are great and sympathetic
It's true. There's so many good characters in this game. Some of them don't have much to say, but they're all interesting and have stories that enrich Majora's Mask's experience. Take, say, the postman. He's devoted to his job to the point of not fleeing the moon's wrath because his mail schedule won't allow him. Then there's the Swordmaster, who pretends to be brave on the first and second day, only to be hiding fearfully in the back when it's clear there's nothing he can do. Perhaps the most endearing story is that of Kafei's and Anju's, a couple who have been separated because Skull Kid turned Kafei into a child. By completing their quest, you bring them together on the final night, where they spend their last few minutes alive together in each other's arms.
I don't feel the need to belabor this point. Anyone who plays the game can see for themselves how good the characters are. It helps that the plot involves every single one of them, as no character is unaffected by the fact a friggin' moon is going to slam into the planet in three days. Every character thus has to ring true to the player to make the player care about their plight.
|Kafei and Anju.|
6. There are few dungeons.
A complaint about Majora's Mask is that it has few dungeons. People expect a lot of specialized puzzle solving areas in their Zelda games, and since Majora's Mask is following the "four" superstition, there are only four dungeons.
Am I the only one who sees this as a positive?
Granted, when playing a game, a dungeon can be fun. It can also be really boring and tedious. Instead of interacting with the characters of a world or learning more about the plot, going through a dungeon means fighting and solving puzzles in a dark place where nobody lives, and is neither plot relevant enough or visually interesting enough to warrant a separation from the beautiful worlds in the Legend of Zelda.
A few Zelda dungeons have tried to overcome this. In Twilight Princess, one dungeon is a city in the clouds populated by freaky chicken people. Another dungeon is the home of the Yeti couple, whose story is funny and cute. On the opposite side of the coin is the Earth Temple in Windwaker, whose puzzles are tedious and repetitive, which prove more annoying than challenging.
Majora's temples are just enough, in my opinion. There's one for each of the three races (Deku, Goron, Zora) and one that is the temple of death, involving the use of multiple races. Each temple can then be designed for a specific gameplay style, involving puzzles that are specifically designed for the race which Link just transformed into. Because there are only a few temples, the player isn't separated from the story aspects of the Zelda world for too long, and the temples themselves get more focus so that their puzzles are more interesting than they would have been otherwise.
That, and it would feel tedious to go through a lot of dungeons when the game is the same three days over and over.
5. The designs are wonderful and iconic.
The Ocarina of Time/Majora's Mask visual style, perhaps more greatly influenced by the limitations of the Nintendo 64 than anything else, I've heard someone call them "realistic", as in realistic for the 64 period, but honestly it's so blocky and cartoony. Look at the mayor, his wife, Skull Kid, everybody really -- most characters are exaggerated in looks in a way that will show their personality. The circus leader is grumpy and sad, so he gets excessive eyebrows and a glare. Kafei is a man turned to a child, so he has a smooth, cute, anime-type face. The great fairies are mystic people made from smaller fairies, so they're creepy, sinister, and wear too much makeup.
Basically, all of this was a fairly natural lead-up to Windwaker's style, though of course Majora's Mask has the creep factor going for it.
In any case, I like the way Majora's Mask looks. Each character feels deliberately designed, and Link even looks better than he did in Ocarina of Time. Probably my favorite character designs are Majora's various forms and phases. I like the idea of a mask that can not only take over other people, but also sprout tentacles and body parts at will. It's a shame that his final form, Majora's Wrath, isn't too difficult to fight, given how dang awesome he looks.
I'd like to point out that I've seen bits and pieces of Majora's Mask 3ds, and while many of the images there are okay, they can't possibly compare to the awkward blockiness of the Nintendo 64. Why? Because Majora's Mask is only made all the creepier for its "outdated" graphics. The blockiness is just as much a part of the art style as the designs in the game.
And I have to say that the new moon doesn't look at all scary. The haunting nature of the old moon was that it felt like a force of nature; a despairing hunk of rock that just so happened to have a hideous face. But in the new style, the face-to-moon ratio is way too large. Instead of it being a moon with a face, it instead feels like a giant face that happens to be rock-colored. Why is this important? Because it's easy for people to imagine what would happen if a giant rock hit the ground. It's less easy to imagine a giant face hitting the ground. Thus, the idea becomes a fun thought exercise or an entertaining joke, rather than something that will make you stare at the sky in hopelessness.
|Goofy vs. scary.|
That, and the nose really should be sharp. There are plenty of people in real life with broad noses, and that's not scary at all. A nose like a knife edge is not only unnatural, but has a literal impact on what the moon does when it falls into Termina. Imagine the pit left behind by that kind of nose.
Now, it's not that I'm saying that the moon should look the exact same in the 3ds remake as it did in the N64 original. The greatest image search ever is looking up Majora's moon fan art, and there are some people who have done straight up glorious work. All I wanted was to look up and see a moon that inspires despair. The original does that, in spades.
|UniqueLegend's horrifying masterpiece gets second place...|
|...And Vincentbisschop's monstrosity comes first in glorious moon destruction.|
4. I can't get enough of the masks.
The idea of having magical masks in a game really ups the gameplay ante. Not only must there be a large enough number of masks to satisfy the gamer, but each of them has to have a unique ability that makes it worth using. Plus, every mask must have a satisfactory quest to get a hold of it. Thus, just the idea of having masks requires developers to put a lot of though into their work.
I will grant that in a few cases, the masks did not quite reach their full potential. Getting the bremen mask is as easy as talking to a side stranger, the couple's mask is only good for getting a heart piece, and the giant's mask can only be used in one boss battle. But that doesn't change the fact that the bremen hat leads to the bunny hood, the couple's mask is just a bonus after the most emotionally rewarding quest, and the giant mask...well, I assume somewhere there's a hack where a player can wear it on the rest of the map.
What makes it an even better concept is the whole idea of the transformation masks. Their storytelling appeal is superb. Mikau, Darmani, and the Deku Butler's son all die to give Link their respective masks, and not even saving the day will bring them back. It's a true message of the dark side of giving up one's life, and how that despite that their deaths weren't in vain, these three characters really will be missed, and it won't be easy for their friends and family to recover.
The weight of those masks makes one wonder about the others. Where did they come from? How does their magic work? Why does Kamaro's mask not transform Link? Are all these masks the Happy Mask Salesman's doing? What exactly does his business entail if he's all the time trying to find the most dangerous masks there are?
Probably the most telling aspect of the mask's quality is that Majora's Mask is one of the few games that even more casual players will try to complete one hundred percent. By making masks both story-relevant and quirky in nature, getting them all isn't a mere fetchquest, it's a way to learn more about the land of Termina.
Basically, I wish music-based gameplay would take a break in the Zelda series, and mask-based to have another game. It doesn't have to be a permanent change, I'd just like to see how the developers could get new ideas to improve upon another fun system.
3. Tatl is best companion.
Yeah, I said it. Navi's annoying, Fi's repetitive, Midna's two or three characters stapled together, The King of Red Lions is alright, and Ezlo is snippy. 'Nuff said.
Lol. Anyway, Tatl is the best companion because, for one thing, she's not annoying. She doesn't say a whole lot, and when she interrupts the player, it's almost always for important plot reasons. She's not saying always saying something stupidly obvious, or constantly saying "Hey, listen!"
|You can find this little darling over on etsy, by Hyliancrafts.|
Moreover, she's got a good personality. Her personality's so good that the developers copied her attitude onto other characters: Ezlo, King of Red Lions, and Midna. Trouble is, none of these really worked. Ezlo is mostly okay, but it's still really weird that a guy who was rescued by Link would be so snippy to Link. It's the exact same problem with Midna, who is only slightly better off than Link in the beginning of Twilight Princess, and yet bosses him around. The King of Red Lions isn't as bad, but it feels strange that one of the first things he does is insult Link. While King mellows out quickly, it's out of place that the developers wanted so many of the sidekicks to be so discouraging.
Note to writers: the reason why people argue about whether Kirk or Picard is better is because they are different from each other. Nobody chooses other Star Trek captains because they're all rip-offs, in one way or another, of the characteristics of Kirk and Picard. Wannabes never win.
Another way these three characters echo Tatl is plot relevance. Tatl, on the other hand, has a rather subtle connection to the rest of the plot. She's a friend, and then quickly a former friend, of the game's antagonist. This isn't treated like a plot twist, but directly shown. And from then on Tatl is just there to add personality to the story. She's the opposite of Link. He's the righteous, kind one, and she's the rude, prankster one, just beginning to learn that actions have consequences.
Basically, the difference between Tatl and other partners is that they're about plot. Tatl is about character and personality. She is a perfect fit into the morals and adventure of Majora's Mask.
2. This is the single best story in all of Legend of Zelda
Some people would say that Link's Awakening has a better story. I disagree, but if any plot was going to beat Majora's Mask, it would be Link's Awakening. These games have something in common: every single character in both games is affected by Link and the main conflict. There are no simple side characters, just to look funny or say some cute tidbit. Their fate is inevitably tied to the player, making the player feel more responsible for what happens. This raises both games above the others.
Another thing that uplifts these two games is that they aren't the same story, told over again. It's not the story of a sleepy boy becoming a great hero, it's about a hero having a new adventure. I don't know about others, but I'm about ready for a game that builds on what Link has already done, rather than rebooting his story for the fourteenth (or however many) time.
I've heard someone say that Ocarina of Time has a better story than Majora's Mask, but that's pretty laughable. Ocarina of Time's story is not only standard for a Zelda game, it's pretty standard for gaming in general. A hero, blessed by deity/ies, becomes a hero and saves the princess. Okay. Not that it's too important for a video game to have a great story, and Ocarina of Time certainly came up with good race backgrounds, but at the end of the day, it's simply Legend of Zelda's classic story, if the best example of it.
Majora's Mask is all about story. Every other aspect of the game bows to it. From the usage of the symbol of four to the fairy partner, from world design to gameplay gimmick of masks, every single aspect of the game is trying to tell the story of Link and Skull Kid. And when that much of the rest of the game is dedicated to telling a story and tells it this well, how can it not have the best story? The story was the goal, and Majora's Mask more than achieved it.
1. The player feels good after playing.
One of the most cited things when talking about Majora's Mask's positive aspects is that it's the darkest of the Zelda games. While this is true, and probably draws in a lot of players, it's not, in my opinion, why MM is so good. It's only a part of it.
See, Majora's Mask has what I call the "scrubbing effect." It's a mode of storytelling that's very old, but nowadays is normally trivialized away, as though it doesn't exist. Today's "dark" and "edgy" games and movies are often emotionally pointless, melodramatic stories with, very often, depressing endings. These kinds of media pretend very hard to be important, more so than trying to appeal to audiences or tell a good story.
The darkness of Majora's Mask, however, doesn't leave a person feeling sad. It makes them feel happy and haunted. The bad, terrible thing that happen in this game are spooky and strange, but it makes the ultimate victory at the end all worthwhile. It's like scrubbing a floor. The abrasive brush and acidic cleaner tear at the tiles, but afterwards the floor is polished and clean.
Majora's Mask feels like that because the ending is a brilliant contrast to the body of the game, like a person lost in a cave finally coming out into the sunlight. The story goes to very dark, scary places, but the end is a reward for it all. The evil is defeated, Skull Kid is forgiven, and he and the fairies have learned to be more mature and show more concern for other people. Best of all, the moon isn't going to smash everyone.
But the ending is still far from happily ever after. Mikau, Darmani, and the Deku Butler's son are all still dead. While Link and the giants have forgiven Skull Kid, it will likely take more time for the general populace to feel ready to do the same. None of the player's questions about the Happy Mask Salesman have been answered, and by his final comments and vanishing, he only adds more. Not to mention that Link isn't even slightly closer to finding Navi.
All the same, the people of Termina can celebrate their victory over Majora, and Kaifei and Anju can finally get married. The Carnival of Time is back on, and it's time to party. Off Link goes, back on his horse to go off on his next adventure.
|Another gem by Uniquelegend.|
Y'know, you can't really blame anyone for wanting a direct sequel to this game. Not only in the sense of giving Majora's Mask a resolution, but also as a direct chain from Ocarina of Time too. People make much of comparing Ocarina to Majora, but that's not really logical. These two games represent a chain of events that could have made an epic tale. Sure, it was well within developer rights to go off on a new direction with Windwaker, but it feels like the story of the Legend of Zelda was thrown away unnecessarily.
Ocarina and Majora are partners together, creating the most interesting Link that has ever appeared in the series. He has a great story, with great motivations. If there had been more of a direct sequel to Majora's Mask, it wouldn't need to be anything like Majora as far as gameplay or graphics, so long as it was this, experienced Link who got to do something new. Instead, we got three games with three different rebooted Links (handheld games aside). These three Links had their good points, but the epic storytelling scope that Ocarina and Majora had was never again reached. Instead of getting a vast world built up with each game, we now get a rebooted world with every sequel.
I know, I know, the Legend of Zelda is the franchise of change. Change in gameplay is well and good, but quite frankly, people are going to get tired of the same old story formula sooner rather than later.


virtual escape rooms
Play with Friends,Family, or Colleagues...
FROM THE COMFORT OF YOUR HOME OR OFFICE
Unbelievable escape room fun, interacting with each other from the comfort of your home or office, anywhere in the world.
Traditional Escape Rooms – your group is locked in a room, with the mission to find and solve clues, escaping before time is up… it’s challenging, fun and now available virtually! Within our BRAND NEW online escape rooms, you’ll see a 360-degree view of real-life rooms with the ability to interact with items in the room and the added benefit of all team members being able to explore the room independently or together. This is fully hosted with real time assistance from live Gamemasters/Host.
The best thing about our online escape rooms is that each team member can input the solutions to the puzzles themselves (rather than having to wait for the Gamemasters/Host or rely on the lead team member) and see things being unlocked or opened as you solve the puzzles.
Our guests have said this is as exciting as playing a real-life escape room in person!!
Do you have what it takes to pass a series of tests before joining a secret society of magicians?
Travel back in time to the 80s to find the secret to avert a cataclysmic global disaster before time runs out.
You are a CIA Agent on the track of an infamous assassin when tables are turned. Can you escape?
Find the evidence to prove your friend's innocence before he is sent to the gas chamber.


Point guards are often referred to as Floor Generals, and that is for good reason. On the vast majority of possessions, the point guard brings the ball up the floor, reads the defense, and calls and initiates the play. All of this while being guarded by the quickest player on the other team.
Like all basketball players, point guards must have extraordinary athletic ability. But being a point guard requires patience, vision, and decision-making as well.
Here are the reasons why being a point guard is so challenging.
The Role of the Point Guard
The point guard controls the whole flow of the team’s offense. They also usually direct the team’s defense, assuring their teammates are in the right coverages and anticipating what the opposing offense is planning.
Point guards operate on the perimeter of the floor unless they drive the paint for a close shot or to pass to a teammate. They initiate the play through a number of different avenues, whether they’re screened for, drive themselves, or execute the key pass to start a play.
They must know who is open (or will be open), when to pass, dribble, and when to shoot. The point guard should be the team’s primary ball-handler and has the highest usage rate on offense. The point guard is usually a team’s best passer, but they sometimes need to be the team’s best scorer as well.
The Responsibilities of the Point Guard
As the team’s leader, the point guard is called to do more than any other player on the floor.
The point guard has to know how to get the whole team into their preferred style of play and then execute the game plan correctly.
They need to get the ball into their teammates’ hands, and at the right opportunity for that player to be successful based on his/her skill sets and the opposing team’s defense. They must know how to get open and create shots for themselves and others. On defense, they need to disrupt these same responsibilities of the opposing point guard.
The Mental Aspect of the Position
The first thing that comes to mind when thinking of a point guard is usually someone calm and collected.
This player can get control of the team in a difficult situation and make the right decision. A great point guard knows when to be aggressive and play it safe. They know when to call timeout and when to push the tempo. They know how to lead their team under pressure, how to calm the team down, and how to lift their team.
There is a great deal of anticipation involved in playing point guard. Defenses, teammates, and game situations can change the play-to-play. They have to constantly adapt to opposing coaches, the flow of the game, and even the referees. On one play you’re facing a zone defense with four bigs on the floor, and the next you’re being picked up in a full-court press by a line-up of guards.
All of this calls for smarts, experience, and boundless energy.
The Physical Aspect of the Position
The point guard will invariably run more than any other player over the course of a game or season. Not to mention an incredible amount of defensive sliding, avoiding screens, and chasing the opposing point guard all over the floor. It’s an extremely physically demanding position to play.
Often the fastest and quickest player on the team, point guards have to know how to use these abilities to their advantage. They need to have quick hands and feet to handle ball pressure throughout the game. They’re tasked with breaking down a defense either in a set play, against press coverage, or on fast breaks.
A good point guard can kill a defense in a number of ways, including taking the ball to the rim where there will usually be contacted with much bigger and stronger defenders.
Point Guard is the most difficult position on the basketball court, and also often the most important. As the saying goes, “As the point guard goes, the team goes”.
If you want to learn more about what it takes to be a point guard or just improve your overall basketball knowledge, head over to Area Scouts Sports.
We’ve got all the information you need!


Troop Numbers Required.
These are all single wave attacks. Supply troops are not necessary to win, but help to carry back all the loot
Level 1 Barbarian Camp - 300 Archers
Level 2 Barbarian Camp - 900 Archers
Level 3 Barbarian Camp - 2700 Archers (with level 6 Fletching)
Level 4 Barbarian Camp - 8100 Archers (with level 7 Fletching) or 6500 Archers (with level 8 fletching)
Level 5 Barbarian Camp - 15000 Archers (with level 8 Fletching)
Level 6 Barbarian Camp - 33000 Archers or 22000 Archers
Level 7 Barbarian Camp - 46000 Archers
Level 8 Barbarian Camp - 125k Archers with Attack & Defense Boosted 20% (Don't be daft!)
Level 9 Barbarian Camp - 45k Archers and 45k Balistas (You're a danger to yourself and others!)
Level 10 Barbarian Camp - 125k Catapults (Send your Last Will and Testament to us before attacking this level barb.)
Resources available for each level:
lv1 = 1000 Gold, 100’000 Food, 10’000 Wood, 1000 Stone, 100 Ore
lv2 = 2000 Gold, 200’000 Food, 20’000 Wood, 2000 Stone, 200 Ore
lv3 = 3000 Gold, 300’000 Food, 30’000 Wood, 3000 Stone, 300 Ore
lv4 = 4000 Gold, 400’000 Food, 40’000 Wood, 4000 Stone, 400 Ore
lv5 = 5000 Gold, 500’000 Food, 50’000 Wood, 5000 Stone, 500 Ore
lv6 = 6000 Gold, 600’000 Food, 60’000 Wood, 6000 Stone, 600 Ore
lv7 = 7000 Gold, 700’000 Food, 70’000 Wood, 7000 Stone, 700 Ore
lv8 = 8000 Gold, 800’000 Food, 80’000 Wood, 8000 Stone, 800 Ore
lv9 = 9000 Gold, 900’000 Food, 90’000 Wood, 9000 Stone, 900 Ore
lv10 = 10’000 Gold, 1,000,000 Food, 100’000 Wood, 10’000 Stone, 1000 Ore
Step by Step Guide on how to use the Barbarian Raid
How to set up a Raid:
There are 2 different methods you can use to set up a new raid:
1st Method = Manually
1. Go to your map and select the city you wish to Raid from.
2. Search the map for a suitable Barbarian Camp and click on it.
3. Select “Raid” after clicking on the Barbarian Camp of choice. (Located along Scout and Attack)
3. This brings you to your Rally Point, select the number and type of troops your wish to use and then select a knight.
4. Click on the “Add Raid” tab at the bottom.
2nd Method = Using The Bot
1. Select the Bot Tab and then click on Search.
2. Choose to search for Barbarian Camps.
3. Click on the city your wish to raid from.
4. Click "Start Search" On the side bar to the right, you can limit the search results to suit.
5. Once the search is done, select the closest raid at the level you wish to hit and click on "export".
6. A new box will appear, select the troops you wish to send and then the knight.
7. Click "Raid & Save"
Barbarian Raids will march continuously towards the desired Barbarian Camp. You are guaranteed to get a full yield from these camps, even if you aim all of your raids towards the same camp. (as long as you send enough troops to carry the loot back)
You are not required to remain inside of KoC in order for your troops to continue barbing! Scheduled Raids will continue to march on their targeted Barbarian Camp even if you exit out of the game although it is nessessary to restart the Raid Timer once every 24 hrs! You can do this manually from your Rally Point or set your Bot to auto reset timer in the Bot tab under Raids.
Raids take up a Rally Point march slot regardless if they are currently out marching or in any other state. You will have to delete one of your raids before you can send more troops out. Once that march has returned, then you can set up the raid again.
The "Auto Delete Battle Reports" option will be checked as default when the feature is rolled out. You can change this setting by deselecting the setting box on the Raid modal. Players will not receive Raid Reports when they are not logged in to the game, and all Raid reports will be deleted after three days.
Make sure to send enough troops to suffer no or minimal losses if you wish to take advantage of the stop raiding kill switch that will kick in if you lose more troops then your current setting (default is set to 100%, so any raid will end if your troop count drops below your initial troop numbers assigned to that raid).
Barbarian Raids can only be set to march on Barbarian Camps. You cannot schedule any marches on player cities or other Wilds using this feature.
Barbarian Raids will march at a minimum of approximately 3 minutes, even if you Raid camps that are close by.
Barbarian Raids can be asked to be stopped while Raid is running, and will stop once


The Longest Trench
Will be on Kickstarter in September 2019
The Longest Trench is a two-player Card Game about the First World War from the strategic viewpoint. The Game recreates World War I in a historical series of land and sea battles. The Central Powers (Germany and her allies) are opposed to the Entente (Great Britain, France, Russia and their allies).
As a supreme commander you try to defeat your opponent by allocating your troops, planes and ships with possible Support (from Air, Mines, Trenches etc.) on the right front to the right time.
The Longest Trench is primarily designed as a quick playing fun game and players can finish a game in one or two hours.
The Longest Trench is a Historical Card Game for 2 players
Game Components (subject to change):
1 Rules of Play
1 Game Board
- 2 sets of 40 Cards
- 2 sets of 14 Bonus Cards
- 2 Summary Cards
2 Player Counters
5 Standoff Counters
8 Dice (common D6)
The Longest Trench is a trademark of UGG (Udo Grebe Gamedesign), Copyright UGG, all rights reserved.


The Panthers opened semi final action against the #2 seeded squad from Navy. PW opened the scoring six minutes into the game for a 1-0 lead. A tight defensive contest ensued as both teams played smart, disciplined hockey. A scoreless second period gave way to a brief intermission for an ice cut. A PW power play two minutes in gave the Panthers an opportunity to ice the game. However, Navy capitalized on a miscommunication between goalie and defenseman to score a shorthanded goal to tie it at 1-1. It stayed that way until the five minute mark when a goal mouth scramble result in the go-ahead goal for PW! The Panthers hung on for the 2-1 win and a date in the championship game on Sunday.
#4 seed Reston upset the #1 team from Easton, scoring a 5-2 win in the second semifinal game. The Raiders will provide a tough opponent for the Panthers as they split their season series.
Tag(s): Midget U18 UA


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Requires iOS 6.0 or later. Compatible with iPhone, iPad, and iPod touch.
Jewel Dots Pro - Awesome Puzzle Game is a free trial software application from the Action subcategory, part of the Games & Entertainment category.
The app is currently available in English and it was last updated on 2014-06-29. The program can be installed on iOS.
Jewel Dots Pro - Awesome Puzzle Game (version 1.0) has a file size of 51.17 MB and is available for download from our website.
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Hey everyone! I just wanted to give you guys an update on what’s been going on what’s going on in my Twitch stream with our Sims 4 character Alvin, our main generation 5 character in The Sims 4 legacy challenge where you have ten generations of Sims starting from your original Sim. We have a pregnancy on our hands so Alvin and Elsa are prepping for their first baby!
I’ll mainly be streaming Sims 4 content on Twitch but I’d like my YouTube Channel to be a variety of things, not just strictly gaming. Maybe we could talk wrestling? I don’t know, maybe drop some comments on the YouTube channel to give me some ideas.
Follow me across social media!


The cart racing events have been around since years, and we all love them (at least sort of). If you wish to participate in the one, right through your computer or laptop, then here’s a guide to help you get Angry Birds Go for PC download. The game ‘Angry Birds Go’ has been released for the Android and iOS platform, without any price tag.
The app has even been released on the Amazon’s App Store for the Android devices. One way or another, you’re going to fall in love with the kind of racing gigs involved within, super cool characters, unique and very itchy race tracks, local multiplayer support, and uber upgrades.
I can assure that you will be feeling simply awesome after playing it once, and then you will definitely want to move forward. Addiction is the first thing which makes a game super popular, and Angry Birds Go has all the colors to achieve that.
Worth Checking – FaceTime on PC Download (Facts)
First, it looks great to a normal pair of eyes, second, it functions awesome and performs super sleek, and the last, the story behind the wheels is pretty fascinating. Also, the way those carts are launched is a way to basic, which definitely attracts the newcomers.
The rules over here are pretty simple. You need to make sure that the computer or laptop is having at least 4GB RAM, 10GB free storage in C Drive, and HD resolution compatible graphic driver. The display monitor should be having at least HD resolution too. Don’t forget to check and upgrade the graphic driver version, before proceeding. And, also upgrade the operating system with any new coming upgrades.
Get Angry Birds Go for PC Download
The procedure is simple and pretty straight. If you have used Android emulator earlier, then you’re already aware of most of the part. Still, I’m explaining each and every bit down here.
Step 1 – Of course, the first step to accomplishing is to get the installer package file of BlueStacks app player. This software is highly recommended from my side, and it comes without any price tag.
Step 2 – After grabbing the installer package file, you need to double click on the same, and then follow the on-screen instructions ahead. It might take longer as it will require an active internet connection.
Step 3 – Launch the software and right in the first screen, click on the Search tool you see, and then enter ‘Angry Birds Go’ as the search term over there. Finally, click the link which appears in the result.
Step 4 – Before the game can appear ahead, an interruption will stop you, asking to set up Sync feature of the tool. This will require you to login using a Google account, and you don’t have any other choice here.
Step 5 – Finally, once the login is done, the game will appear in the Play store. You need to pick the right one, then click on Install option ahead. From the next pop-up, click the Accept button and the process from your side, will be finished.
Done! The procedure is over from your end, and now you just have to wait for the game to be downloaded. After then, it will be installed by BlueStacks, automatically. You can find it under All Apps section of the software, ready to launch.
Playing Angry Birds Go on Computer/Laptop
Although this isn’t a PC game, and there is no Angry Birds Go PC version available so far, but still you want to play this game on computer or laptop platform.
Worth Checking – Download MovieBox for PC
The main reason behind this urge is that the systems have bigger and better displays with higher resolutions. Now, the objects in the game will look really close and super awesome. So, the experience you will have while playing Angry Birds Go on laptop or computer, will be way better than on a smartphone or even on a tablet.
Also, you get physical keyboard keys and mouse to be used as the controller, instead of the touchscreen controls. Among both of these controllers, I will always pick the physical one, because that’s where I get better response and speed.
That’s it for now guys! I hope the Angry Birds Go PC game was really interesting to you, and this guide helped you in getting the game ready at your order. Start playing it now, and don’t forget to pass the word on social platforms using the simple social sharing buttons added below.
Worth Checking – Android M Launcher & Wallpaper Download
Also, there are many other interesting Android games you wish to play on PC, so don’t forget to check our related section on the same. Peace!


The Opticor Vandal in Warframe is a variant of the standard Opticor. The Vandal has improved critical chance and multiplier stats, improved status chance, reload speed, and a faster charge rate when firing. To balance this out, it lacks some of the raw damage of the standard Opticor.
To get the Opticor Vandal, you need to earn 100 points during the Thermia Fractures event on Orb Vallis. Once you have earned 100 points and earned the weapon, you cannot earn it again. The weapon also comes with a free weapon slot, and a catalyst already installed.
How to Get the Opticor Vandal in Warframe
- The process of getting yourself the Opticor Vandal in Warframe is pretty is easy and straightforward.
- All you have to do to get the Opticor Vandal in the game is to earn a total of 100 points during the Thermia Fractures Event in Orb Vallis. Earning these 100 points during the event will get you the Optical Vandal but you won’t be able to earn it a second time. So you cannot get it again if you earned it once.
- After you get the weapon, we suggest that you focus and implement mods that will improve its raw damage and critical stats since these are relatively low compared to the standard Opticor.
Summing up our guide, the new Opticor Vandal comes in as a variant of the Standard Oopticor. If you need to get your hands on this weapon, then all you need to do to is to earn a total of 100 points during the Thermia Fractures Event in Orb Vallis. Once you earn this much points, you’ll get the Opticor Vandal. That said, we hope reading the guide above has brought some valuable information and help to you. Please let us know by commenting down below if you have any further queries regarding the same.


The European Championships
After 2 editions held in Kazan (Russia), the men and women's team championships will take place in France this year. The city of Liévin (North of France) will host the competition from the 11th to the 16th of February 2020. More than 30 teams will fight for the titles (both men and women). In the meantime, the best young players (under 15) will fight for the individual titles from Friday 14th to Sunday 16th.


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CoMaze Live Coding Session at EmeCom20
We will be holding a live coding session at the NeurIPS workshop "Talking to Strangers: Zero-Shot Emergent Communication" on the interesting new multi-agent test bed CoMaze, inspired by a German board game called "Magic Maze"
You can simply start playing the game by inviting friends to play with you. When creating a game, you can decide how many players are supposed to play. This creates a game-ID that you can share with your friends to join you. When entering the game you can decide which actions you want to control. The levels do not succeed automatically but you need to create a new game at a higher level.
Climb through the levels together and try to figure out, what the cryptic messages you send each other could possibly mean.
But, it will be much more interesting to develop AI that can play this game with a stranger. Many approaches to studying multi-agent cooperation and emergent communication rely on extensive amounts of shared training time. Our question is: Can we do that faster?
With this Colab notebook, you can try implementing your own player logic in the next_step() method. Simply uncomment one of the possible ways to start or join a game on the bottom and run the file. You can then join the game with the same ID through the web app and play together with your AI.
Join us on Dec 12th at 10:40-12:00 EST for a live coding session at NeurIPS!
This is about having fun and testing some new ideas. We do not expect anyone to perfectly solve this game in the short amount of time given. Simply start with Level 1 and try to proceed from there. Hack some creative ideas about how you can infer meaning from the other player's utterances. Your agent instance will be stable through all levels with the same partner, so you can try to memorize things about this partner and use it at higher levels.
To participate, please register here with a unique team name. You will receive an individual upload link for your solution. We are looking forward to your submissions!
We prepared a more elaborated notebook for the session that will allow us to run a round-robin tournament with your agents. A simple rule-based agent is already implemented, which always moves to the closest unreached goal, thereby solving Level 1. Now it is your task to figure out your unknown partner's communication and use this knowledge to solve the higher levels.
Your implementation does NOT need to include reinforcement learning! We are open to any paradigms and ideas to solve this problem. This is especially meant to encourage new and unusual approaches!
However, please stick to the method structure as we present in this notebook to easily run our round-robin tournament. Only upload one .py file which contains a class MyAgent that inherits from the AbstractAgent class as it is in our notebook.
If possible, we will run the matches live in the lunch break of the workshop and present an analysis later on. The more creative your ideas on solving this problem are, the more material we have to discuss and bring the field forward.
 German Wikipedia Article on Magic Maze: https://de.wikipedia.org/wiki/Magic_Maze


Thorne Stadium was the site of a close game between rivals MacArthur Generals, and the Aldine Mustangs, as the game lead went back and forth right down to the end.
This also was the MacArthur Homecoming game, with a capacity crowd on that side of the stadium.
The Generals scored early, with a march down the field and a 1 yard TD run by Joseph Pellerin. But Aldine countered with offense in the second quarter, with long accurate passes by QB Kendarian Carter, who had 117 yards for the game. His receiver was Joe Lewis, with 7 catches and 120 yards. At halftime, the game was tied 7-7.
MacArthur’s RB Derrick Ford continued to rack up yards, as he has all season, with 147 yards on 27 carries. However, Aldine lead for most of the second half, and only in the final minutes did the Generals manage to pull out a win. With 32 seconds left, Pellerin passed to Elushua Williams, who pulled in the pass over his shoulder on the goal line.
With this game, the Generals record goes to 4-2, while the Mustang record is 0-5.


If you are looking to find the best games to play on your own PC, you might browse the list of games given in this article. With the proper design card in your PC, you are able to deploy and play all these games at optimum settings. So, let’s browse the list of games.
1. Call of Duty: Contemporary Combat
This really is one of the finest new PC games on our list. Though this sequel doesn’t reinvent the wheel, you might have a more aged but richer tone the game offers. But, the campaign mode has some controversy. Even though you don’t utilize the campaign mode, you are able to however have a significantly simpler and stronger experience. And the good thing is that the overall game is gorgeous.
2. The Witcher 3: Wild Search
Though the game is not on the list of just produced ones, it’s however on the list of most readily useful open world games. The game features an extraordinary open world environment. It gives the unapologetic degree of Skyrim and the amazing range of Grand Theft Car V.
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3. Dark Souls 3
Dark Souls 3 presents substantial improvement on the Souls line by providing special elements that Bloodborne offers. Though it’s easier compared to past titles, it’s every thing you might have liked in the earlier installments.
The game is simple but you’ll die numerous times while playing. You will have to bear patience to acquire a greater perception in to the complex overcome system. Aside from this, it supplies a good gameplay, which makes it a great choice for informal gamers as well. Thus, they can take part in the bleak, great world of the game.
There is grounds why this sport has taken the planet of gambling by storm. Also, the developers at the Solution Entertainment has packed the game with lots of enjoy and elaborate details. That cinematic, action-adventure sport features excellent activities, lovely atmosphere design and staggering visuals. Besides, it supplies a considerably gratifying battle experience.
When the game begins, you’re required to look for The Earliest House, which is a framework in New York City. After found, your following move is to look for your missing brother.
5. Monster Hunter World
Monster Hunter is just a big title in the gambling franchise. While playing, you are able to quest bigger, stronger enemies applying bigger armor. That easy sport is among the most rewarding and engaging games you are able to have a look at these days.
At Capcom, the developers of the overall game bring lots of free DLC. If you are searching of an addictive fun sport, you are able to have a look at this title.
6. Grand Theft Car V
Grand Theft Car V is a favorite system sport which was introduced for PC. The game enables you to explore the interactive and step by step world of Los Santos. That sequel presents exciting knowledge, richer design and a significantly simpler gameplay.