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Super Bowl 51 Wilson Official Game Football
For 51 years and counting, itís always been there. The game literally stops without it. You can find it on every Super Bowl field Ė rugged, refined and ready. Itís the Wilson football, the official football of Super Bowl LI, February 5, 2017 at NRG Stadium in Houston, Texas.
Ball will feature the logo of the two final teams.
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Super Bowl 51 Official Game Football
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- Age / Gender:
- n/a, Unspecified
- Location not disclosed
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- Community Stats
Level 1 Blank Slate
Ranked as Civilian
Contact Info / Websites
Recent Game Medals
Well this is easy! 5 Points Beat level 1 on Easy mode Medal Stats.
Noob 5 Points Destroyed the middle green block on level 1 in easy mode. Medal Stats.
It takes time my friend 5 Points Stay in level 1 on easy mode for 12 seconds Medal Stats.
I just hit something green! 5 Points Hit a green brick Medal Stats.
I got it! 5 Points Touch the ball with paddle on level 1. Medal Stats.
Sticking to the basics? 5 Points Clicked on easy mode Medal Stats.
Time to have fun! 5 Points Clicked on "Start game" Medal Stats.
Total Medals Earned: 7 (From 1 different game.)
The Pirate's Booty 3 Rated Stars In The Pirate's Booty 3 use the help of two buddies in order to reach the treasure. Puzzles - Other The Pirate's Booty 2 Rated Stars The Pirate's Booty 2 is all about helping guide your pirate to treasure! Puzzles - Other The Pirate's Booty Rated Stars Help the pirate get to his treasure Puzzles - Other Balloon Shooter Rated Stars Use the cannon to pop all the ballons Skill - Toss


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By Okon Ekpenyong
The Ohio State women’s basketball team is gearing up for a tough match today at noon in Columbus as they take on the No. 2 ranked Iowa Hawkeyes and their star player, Caitlin Clark. With an impressive 18-1 record this season and being last year’s final four runner-up, Iowa is a force to be reckoned with. But the Buckeyes are staying strong despite being aware of the challenges they will face.
Despite their impressive record of 14-3, the Buckeyes have yet to secure a win against any top 25 teams. So, this would make today’s game even more crucial for them. A win against Iowa would not only be a huge confidence booster, but it would also show that the Buckeyes can compete with the best in the country. This would be a significant milestone for the team, especially considering their performance in last year’s Elite Eight.
So Columbus, get ready for the ultimate gaming frenzy as OSU announces the game is completely sold out! Brace yourself for an electrifying experience, and arrive early while donning your scarlet attire to show your support! Let’s make it a day to remember! With sold-out tickets, the energy and excitement in the Value City Arena will be unmatched, creating an unforgettable atmosphere for all fans.


Carmi-White County 8th Grade Volleyball Captures Regional Title
By: WROYWRUL Sports
Mar 21st, 2014
Carmi-White County 8th Grade Volleyball defeated West Frankfort in Thursday’s Regional Championship game. The Lady Bullpups won the match in three sets, 25-17, 26-28, 15-8.
Grace Biggerstaff had 12 pts with 6 aces
Peyton Roedder and Autumn Schneider both had 7 pts with 1 ace
Breona Owen had 6 pts
Abby Vaughan had 5 pts with 2 aces
Carrie Blankenberger had 2 pts with 1 ace
Peyton had 22 hits with 2 kills
Abby had 21 hits with 5 kills
Autumn had 13 hits with 4 kills
Grace had 10 hits with 1 kill
Shaelyn Perkins had 9 hits with 2 kills
EmmaJoy Gray had 6 hits with 2 kills
Grace had 43 sets with 6 assists
Shaelyn and Abby both had 5 sets with Abby having 1 assist
Peyton had 4 sets with 1 assist
EmmaJoy and Autumn had 3 sets with EJ having 2 assists and Autumn having 1 assist
Breona had 1 set
Grace and Carrie both had 5 digs, Breona had 4, Peyton had 3, Shaelyn... Autumn... And Abby all had 2 digs, and EmmaJoy had 1.
Carmi-White County improves to 17-4 on the year. The Lady Bullpups will play March 29th at Pinckneyville. Carmi faces the winner of the Region 5 Class L State Tournament.


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Tuesday, April 26, 2011
Academatrix - DRAMA
“Tension relies on these two factors in combination – neither is sufficient by itself. Without uncertainty, the outcome of the game becomes a foregone conclusion, and the players become spectators. Without inevitability, the outcome of the conflict seems distant. Players are given little incentive to invest their emotions in the contest”. (Marc LeBlanc, Tools for Creating Dynamic Game Systems, 1999:445).
Based on a segment of game-play that occurred on February 01, 2009 – there were many more examples where I had personally encountered structural elements of uncertainty than inevitability. This is likely due to the fact that the Matrix Online’s story-world belongs to the narrative of the original movie trilogy where the nature of ontological reality itself is questioned and therefore, what is presented is a recurring and perpetual game-state (Leblanc, 1999) driven almost exclusively by aesthetically produced emotional content that is expressed in the form of “paranoia”. These irrational feelings of paranoia and ontological uncertainty form the basis from which an illusory game mechanical bias (Ibid.) is psycho-somatically perceived and apprehended on a hyper-real intensity.
The controlled pseudo-cybernetic feedback chain of Marc LeBlanc’s Dramatic Arc appears to have been inverted since it is the aesthetics (emotional expectations) of the game that influences the dynamics (behaviors) to the point where they are a by-product more of these aesthetic parameters than simply being technically derived from the core game mechanics.
In addition, it appears as if the players are meant to possess an emotionally distant attitude in order to more effectively contemplate the consensual hallucination of the Matrix and so, each player modifies their dynamic behavior for a more long-term form of “awakening” so that they can make living emergent history through their appearance in future “chapters” of the game. As a result of this long-term goal-fulfillment, the players on a localized level do not require the same sort of ludic incentives for an immediate competitive closure found in more conventional games built upon what Eric Zimmerman has called a “contest of powers” (Zimmerman, 2004). Therefore, all the game-play iterations up to now are gradually confirming the hypothetical assumption that the Matrix Online was created on a top-down level to emphasize uncertainty over inevitability since the players are encouraged to become distant spectators witnessing their own customized combat configurations rather than executing the martial-arts moves manually via their own agency.
For non-gamers (like myself), the Matrix Online allows casual players to focus more on contemplating the story-world than being distracted by the stress of actually playing the game. For those who are game-literate, however, the lack of agency causes too much uncertainty and therefore, an unsatisfying ludic experience.
What is odd about the Matrix Online in particular is that the players can become spectators with a complete aesthetic sense of uncertainty not only retained but reinforced. This experience subverts Leblanc’s notion that players only experience themselves as distant spectators due to a lack of uncertainty. Perhaps Leblanc decided not to consider the ludic dimension of “cognitive interactivity” (Zimmerman, 2004) that can successfully emerge out of an intentionally uncertain ontology.
Here are some examples from my recent game-playing experience that illustrates this methodical yet inherently biased cognitive emphasis of uncertainty over inevitability...
I – Combat related uncertainty...
“When taking or dealing damage, one player's damage influences are pitted against another player's resistance influences of the same damage type (i.e. a gunman's ballistic damage versus an opponent's ballistic resistance). Higher resistance versus lower damage means that the defending player will not take as much damage. When attacking or defending against attacks, one player's accuracy influences are pitted against another's defense influences of the same attack type.” (Matrix Online Wiki – Accessed online on January 31, 2009).
Here is a new example of close-melee “combat”. In this case, Distri easily kills this Non-Player Character (NPC) with a head-butt. Since head-butts seemed to have killed many other NPCs in one of the first regions of Metro World (the urban sprawl in the Matrix), one initially gains a sense of inevitability. However, this ego-fueling assumption is quickly shattered when a distant NPC kills Distri before she even has a change to engage her combat icons. In addition, many NPCs act like spaced-out zombies and do not make any effort to approach Distri unless she walks right up to them and initiates combat. It was quite a shock to see an NPC suddenly become aware of Distri’s presence from a distance and quickly engaged in long-range combat. The intelligence behind this one NPC seemed to be far superior to other NPCs that seem virtually lifeless, even when engaged in conversation. The inconsistency of any sort of game mechanical bias with regards to both combat mechanics and artificial intelligence implementations leads the player towards a very self-conscious state of paranoid uncertainty. In terms of the game mechanical bias, since the entire combat choreography is illusory and beyond the agency of the player – everything appears artificial and more in line with the Matrix’s story-world. There is not even the sense that a player has any handicap or spite advantages over the opponent since any perceivable ludic advantages seem completely arbitrary and not scaled towards more rational intelligence behaviors. The combat and NPC behavior follow from aesthetics rather than mechanics.
Since the supposed balance between “damage” and “resistance” of the game mechanics are too confusing for the non-gamer demographic, there is a high degree of uncertainty as to exactly what kind of opponent one is up against. In one case, I was shot dead without being able to even approach my opponent and yet, in almost every other instance, I would at least be able to walk right up to the NPC for the purposes of engaging in the intimate form of close-combat called “Interlock”. Since it is only non-gamers who would appreciate the spectator-mode of combat – then one can safely assume that if SEGA’s (and Warner Brother’s) intentions were genuine, the mechanics were intentionally confusing as to provide the kind of uncertainty that leads to the illusory perception that there is some sort of game-mechanical bias at work that “randomly” (perhaps even frivolously) toggles between the opponent’s handicap and spite (Leblanc, 1999) capabilities for the sake of story-world suspense.
In this instance, Distri has activated an “evade combat” maneuver but her body language seems to indicate that she is still actively engaged in combat. It seems as if the game mechanical bias always keeps her body on alert and leaves her in an animated state of uncertainty just in case she receives some sort of miraculous handicap or spite advantage over her opponent. This screenshot also serves to illustrate Distri’s mellee halo which functions both as a marker for her intimate engagement zone but also reminds her of her intended archetypal path since the halo visually alludes to the abilities of a code-shaper. The so-called “tactic-booster” that she had just received from a recent corpse-loot seemed to simply act as a confidence boosting placebo since Distri was easily killed by every NPC opponent who confronter her after this one instance. This “tactic booster” then – unless it was used improperly by Distri – was merely an illusory “accelerator” (Leblanc, 1999).
In other words, the supposed game mechanical bias for each player is also a mystery since the combat moves are actually based around a “random dice roll” that cannot entirely take into account the pre-designed “damage” and “resistance” combat aptitudes. The only indication that one NPC was more powerful and had an advantage over my player was when another player warned me about confronting nearby “gangs”...I assumed since I defeated every other NPC easily that I would have no problem combating the “Bell Janets". Because of this, it is unclear whether or not one is in handicap nor spite mode since the combat seems completely objectified and distant from the player’s actions/agency once set into motion. Also, the leveling in the game seemed arbitrary as one could roam from one part of Metro World to just a few blocks around the corner to engage with an NPC of a much higher level than the player. Socially speaking, it is assumed that the only form of “cashing out” (LeBlanc, 1999) from previous ludic experience has nothing to do with the quantifiable measures of “levels” since all of the prestige - outside of the social standing due to one’s aesthetic appearance – is entirely dependent on intangible and truly “virtual” units of experience known as “information”.
This “information” is only showcased in any certain and visible way as a kind of pseudo-feedback mechanism (Ibid.) through the use of flashier tricks and abilities in combat which actually have no real bearing on accumulated effort since combat is simply a spectator sport in this context and not one that shows the manual gaming abilities of the player. For the most part, the Matrix Online was not very good at scaling the level of difficulties that reflect neither a positive nor negative feedback system. If prestige and “information choreography” are the main qualifiers for ludic progress in the game, then the dynamics (behaviors) are entirely dependent on the aesthetics for interpretation.
Strictly from a narrative perspective, this ambiguity between discernable causes and affects achieved through manually acquired and tested positive and negative feedback leads to a tense ludic situation that usually resembles a perpetual state of denouement. The substitution of combat-stress with denouement-driven existential angst is fine for non-gamers like myself who want to just hang out and explore the story-world of the Matrix but for game-players the experience is frustrating because one can either easily win or suddenly die without any embodied sense that the combat contains perceivable escalation (Ibid.).
Based on the game’s theme about “illusion” and virtuality, it appears that the designer’s aim was to also create pseudo-feedback as a kind of hallucinatory game-play experience perhaps to reinforce a highly stylized and symbolic kind of a “fog of war” (Ibid.) – whereas in this case, the “fog” is not produced due to a lack of a sense of spatial proximity and positioning but more to do with the “fog” that separates actual combat from socializing or from becoming paralyzed in a frozen narrative denouement.
In the case of “hidden energy”, the Matrix Online in general contains a lot of hidden energy (equivalent to “mana”) within the game-play in any instance. The energy is so hidden, however, it is usually hidden from the players’ own sense of agency. This energy merely highlights to the explicit “potential to score” (LeBlanc 1999:450) rather than any indication that the player is having any fighting advantage over the opponent NPC (genuine PvP combat has not occurred yet).
However, some of the hidden energy becomes manifest through the iconic representation of “melee zones” or “melee halos” that occur when a special archetypal power has been revealed. What is interesting is that because of the “random dice roll” that determines all the effectiveness of each movement combination, a player can only guess at the ludic progress in each combat through the aesthetically pleasing visual display of the halos that he/she produces when fighting. In this way, uncertainty is fore-grounded over any sense of inevitable destiny through the agency of the player. It is unclear at this time, however, if this uncertainty is beneficial to the game’s overall playability and player satisfaction.
II – Cognitive Uncertainty through the Aesthetic Emotional Affects Induced by Paranoia...
This screenshot shows the kind of spatial paranoia that the interface of the Matrix Online provides as a psychosomatic game mechanical bias (Ibid.). In this instance, Distri has just entered a semi-darkened room with a lone NPC standing motionless, mute and unresponsive in front of his office desk. The NPC does not turn around or show any sort of body-language to indicate Distri’s immediate presence and yet in other cases, opponent NPCs have acknowledged Distri’s presence from a distance of a few blocks and have shot her dead on sight. Therefore as this documented example shows, it is uncertain as to the degree of this particular NPC’s intelligence and intentions. In the Matrix Online, there are at least 3 opposing factions that a player can eventually choose to align him/herself with and it is unknown as to which factions each NPC is also part of (if any as it seems like only the players align themselves with a faction with the exception of The Machines group). As a result of the personality and aptitude ambiguity between NPCs, the player is always left with a feeling of uncertainty as to how the NPC might react. If Distri sneaks up behind this NPC, will she be attacked? Will this NPC be responsive at all? Does this NPC have anything valuable to say or offer or will simply act as a kind of intelligent “wall-paper” or “prop” to provide a more compelling illusory experience of a story-world? In addition, a trace of Distri’s circular melee aura is appearing underneath the door that she had just opened. When a player recently opened a door or turned on a light-switch, an activation halo is left there. Perhaps this was intended for functional purposes to show the history of one’s recent actions but in the case of these story-world, it looks almost as if the halo is indicating a melee zone for a ghostly presence that might be lurking on the other side of the door. This ontological ambiguity is at the heart of the Matrix Online’s game mechanics and it can be safely assumed that the designers of the Matrix Online intentionally chose to make the connections between the player’s own agency (green activation melee halos/auras) and that of the NPCs as ambiguous as possible.
Here is a more detailed example showing the nature of the (non)-interaction with the NPC. It is as if the NPC is completely entranced by the illusory nature of the Matrix reality and is “un-awakened”. This screenshot also shows what the activation aura looks like once a light-switch has been recently activated by the player. To add to the uncertainty, there are books with titles on this office desk and throughout shelved in this small room and it is unclear if any of these items are “clickable” and provide any sort of game mechanical bias for the player later on in the game. It is possible that one of these hundreds of displayed books might contain text-string secrets related to ways in which one can “hack” into the Matrix and influence the game mechanics and dynamics in such a way as to provide previously unforeseen handicap and spite enhancing strategies– as this would be consistent with the conspiracy-level “aesthetics” that drive the experience of the game. The lack of genuinely activating, readable and loot-able objects and items might be indicative of an overall design flaw rather than an intentional display of uncertainty and suspense since Metro City is quite large and the designers cannot expect to make every embedded object or item readable and active for every player and NPC.
Regardless of its gestalt effectiveness, the Matrix Online reflects feelings of uncertainty in almost all ludic examples being presented to the player. Even in terms of the story-world, for example, one could argue that the entire emergent narrative progress within the game is ultimately uncertain because each “chapter” (as each historical period is called retrospectively) has a narrative formed entirely out of the combined mechanics, behavior (dynamics) and aesthetics (emotional impact) of all of the players on each server. Since this is an MMORPG, no single player can make any ludic impact on their own that is historically measurable with any certainty. An extreme example of this was a “chapter” where some players had actually permanently “killed” the famous NPC “Morpheus” who was one of the protagonists in the movie trilogy. This now-historic event has proved that even the original Matrix Trilogy story-line proposed by the Wachowski Brothers is not a narrative to rely on with any reasonable certainty. Although, neither of my characters have witnessed this particular dramatic-arc altering event, there is some drama enhanced within the emergent arc that is imbued with the narrative possibility that through the agency of either of my characters, I might be able to eventually create “history” as part of a future chapter in the game. It is from this spark of narrative agency that we begin to see hints of inevitability gradually emerge out of uncertainty. But, in the meantime, here are some rare examples where an inevitable game-state is foreshadowed.
III- Notification-based inevitability...
Due to the high-frequency of cognitive uncertainty that permeates both the game’s mechanics, dynamics and aesthetics as well as its story-world environment (dramatic music, climate physics etc), the main structural ways in which the Matrix Online has attempted to provide a tiny bit of inevitable ludic relief is through the use of pop-up window notifications.
Here is a screenshot showing a pop-window warning for Distri as she enters the agent-monitored region of “Stamos” in Metro City. This pop-up window explicit informs her that a successful evasion from agent-surveillance can be inevitable providing that she finds the access keys that are embedded into various neighborhood complexes. Even with this plea for a positive inevitable outcome, the suspenseful chords evoked by the region-entrance music still proves that cognitive uncertainty is meant to be the most highly elicited emotional (aesthetic) response.
It is through the overt use of text-string warnings in pop-windows whereby the player can clearly comprehend a sense of the inevitability of the game mechanical bias being used to have the opponent NPCs catch up with the player. In cases where a pop-window warning is utilized by the designers, the player actually is allowed to exercise some agency in order to determine another ludic outcome. Although one can argue that the fact that these warnings might not be heeded by the player and therefore, may lead to a compounded sense of uncertainty rather than inevitability, the player is still faced with the inevitability of a binary decision process. Admittedly though, inevitable outcomes are much more scarce than uncertain ones as perceivable mechanics, dynamics or aesthetics from a competitive point of view.
IV – Remaining cues (and clues) towards dramatic inevitability...
The “STAGGERED” notification-halo overtop of either the NPC and/or the player usually reveals the final few moves left against them in combat before they “die” unless a “random dice roll” is rolled in favor of the losing character.
Once again, even this faint glimmer of inevitability falls easy prey to feelings of cognitive uncertainty since this dice roll can cause a sudden spite or handicap advantage for either the player or the NPC. If the random dice roll is not taken into account, the text-string descriptor at the very least, seems to function as a dramatic semiotic “accelerator” (Leblanc, 1999, P. 451) for the player since the appearance of this halo implies that a certain victory is at hand – but not necessarily imminent. In addition, there are similar semiotic halos that indicate exactly how much closer the player is to actually “dying” in the game. These warnings are in the form of additional text-string halos such as “off-balance” and “disarm” and other strings that are quite overt/explicit in terms of the text provided i.e. ”you are about to die” etc although in the case of this particular game-play segment, my character died before even having a chance to take a screenshot of the archived text...
At this point of the game-play, there does not appear to be any “decelerator” (Leblanc, 1999) of sorts yet but I am sure one will (or should) appear once my avatar, Distri makes her way across the city by achieving higher levels. Because this is an open-ended MMORPG where the history of the narrative is entirely player-generated and “emergent”, there might not actually be a functional reason to place a dramatic decelerator since that would require a more top-down narrative intervention from the games company. Therefore, it is better to add a plethora of accelerators of many descriptions in order for the player to consistently perceive ludic progress in a world that seems stuck in a meta-game-state of perpetual denouement.
Time-delimited quests also provide a very quantifiable sense of inevitability although these quest-giving NPCs were not encountered in this specific game-play session. This quantitative approach to measuring the qualitative and dramatic narrative properties of inevitability can also be applied to the inventory window where my player has collected 7 of 10 storage data-discs of “information bits”. It can be assumed with reasonable certainty that once all 10 of the discs have been collected from looting enough corpses, it will be inevitable that Distri will receive some form of “cashing out” (Ibid.) although the form this “cashing out” will take has not yet been experienced through the auspices of game-play.
In conclusion, the Matrix Online may suffer from a skimpy amount of non-reversible resources that usually endorse inevitable outcomes since most of the resources (even after death) seem to regenerate back to the NPCs from which they originated. However, even this immortal inventory is not quantified with any degree of consistency nor inevitability. Quests can be re-taken, for example and the so-called “non-renewable” resources do not seem to entirely dissipate when reincarnation. Again, because this is meant to be an open ended MMORPG dramatic narrative arc, the processes within the games, mechanics, dynamics and aesthetics were never intended to lead the player towards a game-state of completion. On the contrary, the Matrix Online is set to enhance a perpetual sense of contemplation and discontent in order to foster narrative aspirations that are harmonious with the theme of the story-world.
Perhaps the lack of genuine dramatic mechanics, physics and aesthetics (unless one mean “aesthetics” in the artistic rather than ludic sense of the word), ensures that the Matrix Online never reaches a climax and that the players can then treat the environment as more of a social space rather than a combat zone. Also, it might not be until Distri decides on joining a particular faction will she be able to witness first-hand any dramatic arc decelerators, cash-out schemes or additional examples of uncertainty and/or inevitability.
Leblanc, Marc. “Tools for Creating Dynamic Game Systems” (1999), pgs. 438-460 in Salen, Katie & Zimmerman, Eric (ed.). Rules of Play: Game Design Fundamentals. MIT Press, 2003.
MATRIX ONLINE WIKIPEDIA ENTRY - http://en.wikipedia.org/wiki/The_Matrix_Online
Zimmerman, Eric. "Narrative, Interactivity, Play, and Games", pgs.154-164, in First Person: New Media as Story, Performance, and Game. Wardrip-Fruin, Noah and Harrigan, Pat, Cambridge MA, MIT Press, 2004


to any of my followers that find me intimidating:
- I’m more scared of you than you are of me.
its cause the indie games seem to have a bit more thought put into them and more niche games come out because they arent getting funded by big publishers who wont afford to take a chance on something that doesnt scream flies off the shelf
I totally know what you mean! It’s like Dice not wanting to make a sequel to Mirror’s Edge because it “didn’t make enough money” dude it was actually pretty popular you can’t compare it to the number of sales Battlefield had.
It just bugs me that a lot of indie games get poor ratings but I think reviewers need to be a little more understanding - indie studios have much lower budgets so you have to expect lower graphics/control quality. Most indie games are so goddamn innovative I don’t even know how they get such poor ratings. Like Contrast! People were giving it 50s-60s but I love it and don’t understand why it’d get a score that low.
oops I ranted a bit there sorry
i had the hd trilogy and a silent assassin rating on all the missions in the series omfg i love it it’s one of my favorites
yOU PEOPLE ARE CRAZY HOW DO YOU DO THAT
only games i ever played on hardest was like the hitman games because it was the kind of stealth game where you did super bad if you didnt be stealthy so if i got spotted or lost points for something stupid id restart the whole level
oh my god that’s amazing
I tried the Hitman games when I was like 13-14 and could not get into them at all because I found them WAY too hard
it drives me mad when people make fun of other people who play games on easy difficulty
shut up, I’m sure there’s something they’re really good at that you’re not so frick off
i’m slowly but surely transforming into an indie game snob
also my butt hurts from sitting in one position playing the last of us for 4 hours
I finally started The Last of Us!!!
My boyfriend was complaining because he doesn’t like stealth games very much and I was like “Why don’t you just run in and kill everything?” He said there aren’t many bullets in the game but idk what he’s talking about because I have a stockpile of like 40 bullets and I’m playing on hard difficulty.
What does your URL mean?
Firaja is the strongest fire spell in Final Fantasy, a step above Firaga.
What does #tbd mean?
I tag things with "to be deleted" so that I can go back and delete random text posts, etc later.
What are your favourite games?
I'm working on making a list in gif set form here. That's not the complete list yet, though.
Can you recommend any other gaming blogs?
What program do you use to record your gameplay?
I use a program called FRAPS. You can download a free trial here.
How do you colour your gifs?
I use many different techniques to colour them and I hope to make more tutorials in the future, but for now you can check them out here.
What do you look like?
What theme are you using?


Advantages of Playing the Online Casino
Gambling has proven to be a major builder of the economy, about 137.5 million dollars. More than 730000 people in the world have therefore found employment from the gambling industry. You can an as well gamble just for fun reasons, and this will not only be for monetary gains. There are the online casino as well as the traditional physical casino. When you play the online casino, you will be entitled to many advantages. When you continue to read more here on this company’s website, you will learn more about the benefits of choosing the online casino.
With the online casino, you will find convenience as you will play anywhere and anytime. Any place will be an ideal for playing the online casino as long as there is an internet connection in your phone. The online casino has no restrictions on how you play it and you will find it idea playing even when you are caught up in a traffic jam, or when you are at work or on a flight. Playing at the physical casino will however mean that you have to go out. Meaning, you will have to drive and have other expenses as well like paying for the parking lot and even caught up in the traffic. There is also the freedom that comes from playing the online casino. Your movements when you play the online casino will not be under check. There is no judgment and you will enjoy your play at your own comfort and terms.
The idea of playing the online casino will mean that you will enjoy free games. there are the free versions of all the games that you play in the online casino. When you are a beginner, you will need to play the free versions of the games so that you can gain the experience. You have to ensure that you choose the online casino that you love, and you will only achieve this when you can sample by playing the free versions of the games. On the other hand, the physical casino will find it hard to offer you free games. There are the employee costs, overheads and another operational cost that will make it harder for the physical casino to offer free games.
In case you choose to play the online casino, you will be able to make deposits through many options. It will be only the cash deposits that will be used when you choose the online casino. When you chose the online casino, you will choose the payment option that will be most convenient to you, and can even give a bonus on the first deposit.


The Last Time They Met:
Melbourne Victory 2 Western Sydney Wanderers 1: Melbourne Victory took all three points back to Melbourne as they visited the Wanderers at Pirtek Stadium. A Gui Finkler strike at the 80th minute broke a one-all deadlock that eventually won the Victory the game. Carl Valeri scored Melbourne's other goal after firing one past the keeper from outside the box following a corner ball.
The Lowdown: On Friday night, Melbourne Victory will be travelling up to Pirtek Stadium to take on the hosting Western Sydney Wanderers, who came off a heartstopping 3-2 win over Melbourne City FC on Wednesday night, only the second win for the Wanderers this season and that win also sees them off the bottom of the A-League ladder.
Melbourne Victory have had more time than the Wanderers to recover and prepare for this game as they had to settle for a controversial 1-1 draw against the ladder leaders Perth Glory up at AAMI Park last Saturday night.
The Form Guide: Melbourne Victory have only won one game in their past five outings which include three draws to quality opposition in Perth twice and Sydney and also a loss to Wellington. This game against the Wanderers provides a golden opportunity to get back on the winners list.
Western Sydney have also won once in their past five games, with that win coming in that game against City on Wednesday night. they have endured three losses to Brisbane, Adelaide and Sydney and a draw to the lowly Newcastle Jets.
The "Keep Your Eye On" Factor:
Besart Berisha (Melbourne Victory): Berisha has put in four goals in his last five games against the Wanderers and is currently sitting fourth in the A-League's goal-scorers of the season with nine. Berisha could be in for a big game on Friday night against a Wanderers side that looks tired..
Ante Covic (Western Sydney): The former Victory goalkeeper has been at the Wanderers since day one and has been a valuable servant of the club, but has been left out of the Wanderers' last couple of games but should get the starting job over Dean Bouzanis.
Melbourne Victory 3 Western Sydney Wanderers 1
I can't see the Wanderers getting up over a Victory side who will be fired up after letting premiership points slip away against Perth Glory. Victory NEED this win to stay in touch with Sydney, Wellington and Perth in the top four, and with the likes of Berisha, Finkler and Archie Thompson among others providing goal-scoring power, Melbourne should see themselves putting some past a war-weary Wanderers outfit who are playing their third game in a week.


screenshots from Undying
I love this game. I don't understand why it's not more popular. The only explanation I can think of is that it's single-player only. They originally planned to include multi-player capability, but it was sacrificed somewhere along the line, to get the game out on schedule. That was probably an unfortunate decision. Even though the vast majority of gamers play single-player, core gamers prefer multi-player, and their choices tend to have a lot of influence over everyone.
Undying is set in 1924. You play the role of Patrick Galloway, come to help his old war buddy Jeremiah Covenant. Something's seriously wrong at the brooding old Covenant mansion. All of Jeremiah's siblings have mysteriously died, and he's afraid he'll be next. He's now bed-ridden, so it's up to you to delve into the dark secrets of the cursed Covenant family. (If this sounds Lovecraftian, it is. As the game goes on, the connection to the "Cthulhu Mythos" becomes explicit - a nice touch for Lovecraft fans.)
There are a large variety of weapons. The ordinary weapons are all ones you would expect to find in Undying's time frame. But don't worry, you're not stuck with just a pistol and shotgun, because you also have mystical weapons to wield. I really liked the interface: weapons in the right hand, spells in the left, controlled with the left and right mouse buttons. It made it much easier to fire off both spells and bullets (and sometimes, you need both!).
Undying pushes the old Unreal engine to its limits, creating a game with unparalleled atmosphere. This is the scariest game I have ever played. Given its age, the graphics are stunning. The opulently creepy old mansion, haunted gardens, horror-filled underground crypts, lonely ruins, the blasted, floating city of Oneiros - they are all gorgeously rendered. The ghosts, monsters, and demons you encounter are among the scariest ever to prowl a game. They aren't particularly smart, but they are fast, and deployed where you least expect them. For example, I went down one long, dark hallway, carefully watching for anything that might spring at me from a side corridor. I saw a corpse lying on the floor at the next intersection, and slowed down even more. Creeping closer, I suddenly noticed blood dripping down from above. I looked up - to see a howler clinging to the ceiling high overhead, ready to drop down on me. Shriek! It could have been a scene from a movie.
A lot of this game plays out like a movie. There's a lot more story than the average FPS has. The production values are great. The people look like real people, not the idealized square-jawed, muscle-bound marines and silicone-enhanced heroines of the average game. The voice acting is a cut above the usual (supposedly Clive Barker himself plays Ambrose), and the rich sound effects - the haunting music, the little sounds like the scrabble of claws on stone, the drip of water, the creaking of floors - all add greatly to the experience. Visually, this game is wonderfully detailed. It's got the best depiction of fire I've ever seen. Lace curtains billow in the breeze. The weather changes, and when it rains, things get wet. When you walk through blood, you leave a trail of bloody footprints behind you. You see your reflection in mirrors. (Some of the most hair-raising moments come when you're looking in a mirror, and see a ghost materialise behind you, or a monster sneaking up on you.)
Clive Barker was reportedly deeply involved in this project, and it shows. The story isn't as good as one of his books or even movies, but it's much stronger than in the typical FPS. Barker is an artist as well as a writer; perhaps that's one reason for the visual lushness of the game. There's also a touch of homoeroticism, as regular readers of Barker have come to expect. There are little hints that the main villain is motivated partly by jealousy of Patrick and Jeremiah's "friendship." And the statues and paintings that decorate the Covenant mansion are of naked men as often as of naked women - very appreciated by us female gamers. ;-)
The game isn't perfect. Because of the rich story, the game is very linear. Personally, I didn't mind that; I hate rattling around in an empty maze, no monsters left to kill, looking for the way out. In Undying, doors don't open until you're supposed to go through them. The puzzles are also fairly easy. Some have complained about that, but I liked it; it kept the game fast-paced and interesting.
Undying does seem to have been rushed a bit. The early missions are much longer than the later ones, as if they ran out of time and rushed to finish. The last mission is not quite as graphically stunning as the others. And the final boss is not particularly scary or difficult to kill.
More serious problems (and the reason for the half-star deduction) are the technical issues. Because the areas are so large, and they hoped to make a console version eventually, you get frequent load screens. It gets exceedingly annoying after awhile. Sometimes, you get load screens two or three times along a fairly short corridor. There's really no excuse for that. Why should we PCers suffer, just because Playstation has limited memory? Also aggravating is that there's no way to skip the cinematics. There are a lot of them, and they look pretty cool. (You get a different "death" for each monster who kills you!) However, many of them are quite long, and it's frustrating to have to sit through them the second or third time. I also found the game a tad unstable. Every once in awhile, it would just crash, for no reason I could determine.
Despite these technical problems, I found the game worth it - wonderfully immersive and absorbing. At times, it was so scary I couldn't play it for long. It's recently been re-released as a "classic" game, with a lower price and no dead-tree manual. (You do get the manual and diary that came with the original game in PDF format.) If you shop around, you can get it for under $10, and it's definitely worth it.
NOTE: Though the box states that only Windows 95, 98, and ME are supported, it ran just fine for me under Windows XP.


Gamblers can choose the Autoplay feature, adjust the number of auto spins and admire the vivid gameplay. Now you’re familiar with all the types and options of casino slots. If the excitement and confidence aren’t taken away from you, and the excitement takes its own, we suggest you switch over to playing for real money. Paylines • A payline is the line on which a payout will be awarded based on winning combinations. They can be vertical and horizontal, go from the first and up to the last reel or end on the third one. Before the start of every session a gamer, first of all, has to check out how many lines there are displayed and how they look like.
These free slot machines have bright animation, a high-quality sugar trail slot interface, and bright free bonus features, such as free bonus rounds and free spins. Free slots are a broad online games category available at no real cash cost. If you like playing, the free slots no download offer real money thrill at no cash cost.
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Free slot no deposit can be played just like real money machines. All the above-mentioned best games can be enjoyed for free in a demo mode without any real money investment. Get to know these titles and see which are more profitable.
You Are Now Playing » 0 – sugar trail slot
Some slot providers might neglect to develop a free demo, or the slots that you find in a land-based casino might not have been optimised for online enjoyments. It’s also extremely rare to find a progressive jackpot slot in free play mode due to the progressive jackpot that is tied to these slot games. Although the RTP has low significance in free online slots, it is a central aspect when playing for real money. It stands for return to player rate and highlights the long-term winnings from a specific game.
The Games You Can Play For Free
Unfortunately, US players will not be able to register on any online casino through Slotozilla website. If there is a max bet button, it sets the game to the highest possible wager per spin. But with Autoplay, the reels are spun a certain number of times automatically. Or pachislot from the words “pachinko” and “slot machine”, are a descendant of the traditional Japanese pachinko game.
An additional Brickford Fuse will be included in the symbols since it is critical to the Kaboom! When three or more Bickford Fuses appear on the reels, you will be awarded three more free spins, making the free spins feature a very profitable but tough to activate bonus round. While El Dorado Infinity Reels sometimes doesn’t have an adequate explanation and is a bit rough around the edges at times, it’s still a fundamentally excellent game. It has some of the most artistic visuals you’ll find in a slot, as well as some truly well-designed bonus features. We recommend that any slot enthusiast try the game for themselves, and we award it a 4.3/5 score.
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Grab the best free spins bonuses of 2022 at our top recommended casinos – and get all the info you need before you claim them. In short, the regulations allowing “stock”, “renchan”, and tenjō transformed the pachisuro from a low-stakes form of entertainment just a few years back to hardcore gambling. Many people may be gambling more than they can afford, and the big payouts also lure unsavory “hyena” types into the gambling halls.
What Is The Best Free Online Casino?
When the feature drop is added at full price, the RTP of the White Rabbit slot machine is 97.72 percent, and when it is not added at all, it is 97.39 percent. In any case, given the current market average of 96 percent, this is an exceptional return to player, though this does come with a high volatility rating. Wagers on the White Rabbit slot machine start at 10p per spin and can cost a maximum of 20p per spin. Payments will now be multiplied by six times if the wild appears during the free spins.
The first video slot to have a bonus round on a separate screen appeared only in 1996. This picture, also sometimes called the joker, can substitute any missing icons in winning combinations. Most typically, however, wilds cannot take the place of scatters or other bonus symbols. This type of game features a special mechanic that provides impressive chances for large payouts in any spin. Once the player scores a winning combination, the symbols that make it up are removed from the playing field to have their vacated cells taken by adjacent icons.
Penguin Palooza Slot 60 Free Spins
While second-screen bonuses are rare here, the gameplay can sometimes be supplemented by a risk game or free spins. If you want to play slots for free, take a look at the list on this page, as we selected and reviewed some of the best free online slots. Mind you, most of them are also available for real money.


Stop crushing & start squishing! Match your way around this fruit world! LET S GO GUMMY!
Travel WHEREVER and WHENEVER you want! From green forests to lakes and snowy frozen lands and more coming soon!
Play over 100 gummified levels across dozens of lands MORE levels than any other Match-3 game!
Unique boosts! Including Shuffle, bomb, extra moves, and more!
Huge rewards! Score in-game items just for playing.
Gummy Fruit Cascade Drop Mania is a match 3 puzzle game where you can match, connect and collect fruits in this delightfully delicious adventure, guaranteed to satisfy any sweet fruity tooth!
Taste the latest flavor of Match-3 games and sweeten the value of neighboring gummies. Easy to learn but challenging to master!
Are you ready to be the King of the fruit Kingdom?
Compete in NEW puzzle tournaments to see who s the cleverest in the Kingdom!
Gummy Fruit Drop features:
NEW Puzzle Tournaments!
- Match fruits and raise your score to climb up the Tournament ladder
The Gummy Fruit Kingdom is in danger!
- Travel through dangerous map as you continue your saga to save your kingdom
- This journey takes you through a whole new world of fantastic gummies
Find big matches to create Sweet Spots for explosive combos and big bonuses!
- Match 4 or more fruits to create Sweet Spots and blast your way to victory
- Pop all the candy fruits of one color, blast the board in all directions, and more!
Battle the imaginary Gummy Bear King in the exciting Battle Mode.
- Stun the evil King with big matches before he Goops up your candies!
- Crush all obstacles to be the King in crazy puzzle battles!
- Match candy fruits to create big combos shine as a King.
Play through over 100 levels of candy collecting craziness!
- Stock up on wrapped candy, Jelly Beans and gummies that look good enough to eat!
- Match at least three pieces of candy to crush them and add them to your collection
- Collect all the candies of a certain color to win!
FREE to play with FREE updates including new levels, obstacles, candies, and more every week!
Gummy Fruit Cascade Drop Mania is the BEST puzzle adventure game on iPhone, iPad and iPod touch. And just like the other best things in life, it s FREE!
Download this swap and pop game and start your sweet saga and enjoy matching fruits like playing diamond,jewel, gem, bubble, and candy blast addictive puzzle games today!
Better than Candy Crush (5 STARS)
Love the way the game travels through different lands.
Finally a Straight Up Game Experience (5 STARS)
This is an amazing game that is what it says - FREE. You can keep playing a challenging de-stressor without any bait and switch. Love It!!!!!!!!
Fun game (5 STARS)
This game starts easily and increases in difficulty as you get better. Fun to watch the levels grow as you add details.
Jelly Match Blast Free is a simple yet addictive puzzle game.
Connect matching colors candy jelly like you play fruit cells free, candy blast, candy quest,candy blitz, gummy drops, cascade,cascades,crusade, crush mania, cell connect, candy crush saga and toy blast to complete the mission.
Free play through hundreds of levels, or race against the clock in Time Trial mode. Gameplay ranges from simple and relaxed, to challenging and frenetic, and everywhere in between. How you play is up to you. So, give Jelly Match Blast a try, and experience "mind like water"!
How to play Gummy Fruit Cascade Drop Mania
Slide your finger through the fruit candy to combine them and complete missions. Be fast when the level is based on time and when the level is based on number of movements to enjoy your blitz quest blast mania . Calculate exactly what movement will be the best puzzle player ever.
Requires iOS 6.0 or later. Compatible with iPhone, iPad, and iPod touch.
Gummy Fruit Cascade Drop Mania is a free 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 2016-09-02. The program can be installed on iOS.
Gummy Fruit Cascade Drop Mania (version 1.01) has a file size of 166.72 MB and is available for download from our website.
Just click the green Download button above to start. Until now the program was downloaded 1 times.
We already checked that the download link to be safe, however for your own protection we recommend that you scan the downloaded software with your antivirus.


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Cam explores the psychology of free-to-play and how our brains can be exploited.
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Amy discovers that her boyfriend's war game unfolds very differently when the player chooses a female character.
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Understood as baby foot, table football, bar football, or table soccer the game of foosball is easy to discover, enjoyable, fast as well as a great game for all ages. Foosball is a well-known International sporting activity where there are stringent rules and laws that function the video game on just how it’s played.
Below are the foosball basics for the leisure players. Foosball is used a table made up of 8 rows of foosmen. Each gamer has control over 4 rows of foosmen. The foosmen can be designed in timber, plastic, or carbon fiber fashioned on steel bars. Take care of grips are typically plastic or rubber controls at the end of the steel bars on the foosball table. The basic foosball table dimension is 120 centimeters 4 ft. long and 61 centimeters 2 ft. large. Individuals are cautious, due to the fact that gamers in this game can make the foosball rate rise to 35 mph. To begin the video game the foosball is served through an opening at the side of the foosball table. Or the foosball is placed manually at the facility of the foosball table. Gamers would generally flip a coin to made a decision how reaches perform the kick of the foosball to the opposing objective.
You just use the palms of your hands to rotate the sphere around the table. In January 2012, the yearly Globe Champions as well as the WorldCup permitted two full 360-degree turning. Aim to stop your opponent from racking up as well as obtain one of the most factors at an established number of goals. Generally 5 and approximately 11 goals are the most points needed to win a game of foosball. Foosball can either be played with 2 individuals singles and also four individuals doubles. When there are teams of 2 individuals on either side one gamer regulates both protective rows and the various other staff member controls assault rows. 3 or four players on each side of the table prevails among foosball gamers. One regulation that needs to be adhered to for more advanced play is no “spinning”. You need to flick the ball or snap it by utilizing your wrist, don’t take a huge end up. If you score while rotating the various other group gets to offer.
If you’re a leisure warrior playing foosball can be extremely competitive, fun and memorable experience.
Understood as infant foot, table football, bar football, or table football the game of foosball is simple to discover, enjoyable, fast and a wonderful game for all ages. Foosball is played on a table made up of 8 rows of foosmen. To start the game the foosball is served through an opening at the side of the foosball table. Or the foosball is positioned by hand at the facility of the foosball table. For unbiased best foosball table reviews visit our website.


OSU freshman defender Kylie Knight fights for a ball during a game against West Virginia on Sept. 11 at Jesse Owens Memorial Stadium. OSU lost 2-0. Credit: Kylie Bryant / For The LanternThe No. 15 Ohio State women’s soccer team hosted No. 8 West Virginia on Friday evening at 7 p.m., falling to the Mountaineers 2-0.The defeat was the Buckeyes’ first loss of the season.Throughout the entire first half, the Mountaineers played a tight defense and the Buckeyes couldn’t get anything going. OSU and WVU seemed to fight through every possession and headed into halftime with no score on the board for either team, but the Mountaineers held a commanding 12-1 lead in shots.“I think the first thing was that we had very good possession, we were keeping the ball, but our possession was not progressing forward,” OSU coach Lori Walker said. “We needed to be able to gain space with every pass and we just kept knocking the ball around the back, around the back, around the back and that’s not ever engaging a team.”The Mountaineers put the first point on the board in the 77th minute, with their second goal scored less than two minutes later.Despite the loss, Walker said after the game that she was glad the team had a chance to learn from a strong opponent like WVU.“This was a fantastic opportunity for us to play against a team that I think is going to go very far this year. And we learned a lot,” she said. “And so there’s a lot we can gain from this, and as long as we don’t lose the lessons, the loss won’t hurt us that much.”The Mountaineers led the Buckeyes 23-5 in shots.The Scarlet and Gray then hosted Bucknell on Sunday afternoon, shutting out the Bison 2-0.The game marked the first meeting between the two teams.Sunday was also Parents’ Day, where each player’s parents were honored on the field at the start of the game.OSU put the first point on the board with a goal by junior defender Bridget Skinner on a header from sophomore midfielder Nikki Walts’ free kick.The opening score was Skinner’s first career goal.“I was so happy,” Skinner said. “I actually said on Friday morning that that was my goal for the season, so to have that come in the same weekend was pretty cool.”The second half got underway with a goal from freshman midfielder Sarah Roberts in the 50th minute, deflected off a Bucknell defender. This was also Roberts’ first career goal.“It’s surreal,” Roberts said. “I don’t think I really expected it. I haven’t been taking that many shots this year, but Coach had said everybody needs to take at least one shot before halftime, and after halftime, so I had my chance and I took it.”Roberts also explained the importance of carrying the team’s momentum into Big Ten play.“I think we need to learn from our mistakes,” she said. “Watch film, break it down. We’re 5-1-1, and that’s huge going into Big Ten play where the teams are going to be harder, they’re going to be stronger, everything elevated to the next level. So, if we can carry our momentum through the Big Ten, I think we’re going to be competing for the championship.”Walker said she was pleased with the way her team bounced back from Friday night’s loss.“I think the biggest challenge coming off of a loss against a top team is to have a high level of energy, and certainly playing at noon on a Sunday it’s important to wake up and really find that quick rhythm, and I thought we did that today,” she said.The Scarlet and Gray now prepare for conference play as they enter 5-1-1 on the season. “We’re still trying to play faster, all the time, just trying to increase your speed to play,” Walker said. “The faster you can play, the quicker you can pull defenses apart.”The Buckeyes are set to open up Big Ten play in Columbus on Thursday evening as they take on the Minnesota Golden Gophers. Kickoff is set for 7:30 p.m. at Jesse Owens Memorial Stadium.


This is the only decisive game of the round, all the rest were drawn.
See the summary of the results of Round 4 in the following table:
|1||Caruana, Fabiano||½-½||Aronian, Levon|
|2||Kramnik, Vladimir||½-½||Vachier-Lagrave, Maxime|
|3||Giri, Anish||½-½||So, Wesley|
|4||Anand, Viswanathan||½-½||Adams, Michael|
|5||Topalov, Veselin||0-1||Nakamura, Hikaru|
Replay the games of Round 4 below: Replay »
London Chess Classic 2016 Ranking after Round 4
With this win, Nakamura was able to catch up among the leaders with 2.5 points, just half a point behind the sole leader, Wesley So. Remember that in order for Nakamura to topple So in the Grand Chess Tour title race is when the former gets to be the champion in the London leg and the latter to rank lower than 3rd place.


Are you an avid fan of FIFA Mobile? Do you find yourself longing for a more immersive gaming experience? If so, you may have wondered, “can you play fifa mobile with a controller?” Well, my friend, you’ve come to the right place! In this article, we will explore the exciting world of FIFA Mobile gaming and delve into the possibilities of using a controller to enhance your gameplay.
Overview of FIFA Mobile Game
FIFA Mobile is a popular football simulation game developed by EA Sports. With its realistic graphics, immersive gameplay, and a wide range of features, it has captured the hearts of football enthusiasts worldwide. Whether you enjoy competing against other players in online matches or prefer to embark on a solo journey in the single-player campaign, FIFA Mobile offers an array of exciting game modes to suit your preferences.
Introduction to the Use of Controllers in Mobile Gaming
Mobile gaming has come a long way, and with the advancement in technology, gamers now have the option to use external controllers to enhance their gameplay. While touchscreen controls have their advantages, they may not provide the same level of precision and control as a physical controller. Recognizing this, game developers have started to incorporate controller support into their mobile games, including FIFA Mobile.
So, my friend, if you’ve been yearning for a more tactile and immersive experience while playing FIFA Mobile, you’ll be delighted to know that using a controller is indeed a possibility. In the next sections, we will explore the benefits of playing FIFA Mobile with a controller, the compatibility of controllers with the game, and how you can set up and optimize your controller for the best gaming experience. So, let’s dive in and discover the world of FIFA Mobile with a controller by our side!
Understanding FIFA Mobile Gameplay
Are you ready to step onto the virtual football pitch and showcase your skills in FIFA Mobile? Before we explore the world of playing FIFA Mobile with a controller, let’s first understand the gameplay mechanics of this immersive football simulation game.
Brief Explanation of FIFA Mobile Gameplay Mechanics
FIFA Mobile offers a dynamic and engaging gaming experience, allowing players to build and manage their ultimate football team. You have the opportunity to assemble a squad of your favorite players, participate in thrilling matches, and compete against other players from around the globe.
The game offers various modes, including Attack Mode, where you can engage in fast-paced matches, and Campaign Mode, where you embark on a journey to conquer different challenges and unlock rewards. In addition, FIFA Mobile features events, leagues, and tournaments to keep the excitement going.
Touchscreen Controls and Limitations
Now, let’s talk about the default controls in FIFA Mobile. As a mobile game, FIFA Mobile utilizes touchscreen controls to mimic the actions of playing football. You have virtual buttons and gestures on your screen to perform actions such as passing, shooting, tackling, and dribbling.
While touchscreen controls provide accessibility and convenience, they may have certain limitations. Precise movements and actions can sometimes be challenging to execute, leading to occasional missteps or inaccuracies. Additionally, prolonged gameplay sessions can strain your fingers and result in fatigue.
But fear not, my friend! There is a solution to overcome these limitations and take your FIFA Mobile experience to the next level – using a controller. In the following sections, we will explore the benefits of playing FIFA Mobile with a controller, the compatibility of controllers with the game, and how you can set up and optimize your controller for an enhanced gaming experience. So, let’s dive in and discover the possibilities!
Benefits of Playing FIFA Mobile with a Controller
When it comes to playing FIFA Mobile, using a controller can offer a multitude of benefits that can significantly enhance your gaming experience. Let’s explore some of these advantages:
Enhanced Precision and Control
One of the primary advantages of playing FIFA Mobile with a controller is the enhanced precision and control it provides. The physical buttons and analog sticks on a controller offer a more tactile and responsive way to navigate your players, execute precise passes, and perform skill moves. With the ability to make more accurate and intentional movements, you can take your gameplay to the next level and outmaneuver your opponents with ease.
Improved Gameplay Experience
Using a controller in FIFA Mobile can elevate your overall gameplay experience. The intuitive layout of a controller, with its dedicated buttons for passing, shooting, and sprinting, allows for seamless and instinctive gameplay. You can execute complex maneuvers effortlessly, switch players with precision, and execute skill moves with finesse. The enhanced immersion provided by a controller can make you feel more connected to the game, making each match feel like a real-life football experience.
Reduced Finger Strain and Fatigue
Playing FIFA Mobile using touchscreen controls for extended periods can sometimes lead to finger strain and fatigue. Tapping and swiping on a screen repeatedly can take a toll on your fingers, especially during intense gameplay sessions. However, using a controller eliminates this issue as you can comfortably hold the controller and use its buttons and analog sticks without putting excessive stress on your fingers. This allows for longer and more enjoyable gaming sessions without discomfort or fatigue.
In conclusion, playing FIFA Mobile with a controller offers enhanced precision, improved gameplay experience, and eliminates finger strain and fatigue. So, if you’re looking to take your FIFA Mobile gaming to the next level, grab a compatible controller and experience the game like never before!
Compatibility of Controllers with FIFA Mobile
Supported Controller Types and Brands
When it comes to playing FIFA Mobile with a controller, it’s essential to ensure that your controller is compatible with the game. FIFA Mobile supports a variety of controller types, allowing you to choose the one that suits your preferences and gaming style. Some popular controller types compatible with FIFA Mobile include:
1. Bluetooth Controllers
Bluetooth controllers offer a wireless connection to your mobile device, providing you with the freedom to move around while playing. Brands such as Xbox, PlayStation, and SteelSeries offer Bluetooth controllers that are compatible with FIFA Mobile.
2. USB Controllers
If you prefer a wired connection, USB controllers are a great option. Simply connect the controller to your mobile device using a USB cable, and you’re good to go. Controllers from brands like Razer and Logitech are known for their compatibility with FIFA Mobile.
Steps to Connect a Controller to Your Mobile Device
Now that you have your compatible controller in hand, it’s time to connect it to your mobile device and start enjoying FIFA Mobile like never before. Here are the steps to connect a controller to your mobile device:
1. Check for Compatibility
Before proceeding, ensure that your controller is compatible with your specific mobile device and operating system. Visit the manufacturer’s website or refer to the controller’s user manual for compatibility information.
2. Enable Bluetooth or Connect via USB
For Bluetooth controllers, enable Bluetooth on your mobile device and put your controller in pairing mode. Follow the on-screen instructions to establish a connection. If you’re using a USB controller, simply connect it to your mobile device using a compatible USB cable.
3. Configure Controller Settings in FIFA Mobile
Launch FIFA Mobile and navigate to the game’s settings menu. Look for the “Controller” or “Input” options and select your connected controller. You may need to remap buttons or adjust sensitivity settings to optimize your gaming experience.
By following these simple steps, you’ll be able to connect your controller to your mobile device and enjoy FIFA Mobile with enhanced precision and control. So, grab your controller, connect it to your device, and let’s kick off the excitement in FIFA Mobile!
How to Play FIFA Mobile with a Controller
So, you’ve decided to take your FIFA Mobile gaming experience to the next level by using a controller? Fantastic! Let’s walk through the steps to set up your controller, configure the necessary settings in FIFA Mobile, and explore some recommended layouts and button mappings.
Setup Instructions for Various Controller Types
The first step is to ensure that your controller is compatible with your mobile device. Most modern controllers, such as Xbox or PlayStation controllers, can be connected to your mobile device via Bluetooth or USB. Here’s a general setup process:
- Turn on your controller and ensure it is in pairing mode.
- On your mobile device, go to the settings and navigate to the Bluetooth settings.
- Scan for available devices and select your controller from the list.
- Follow any additional on-screen instructions to complete the pairing process.
Keep in mind that the exact steps may vary depending on your controller and mobile device. It’s always a good idea to consult the user manual or the manufacturer’s website for detailed instructions specific to your setup.
Configuring Controller Settings in FIFA Mobile
Once your controller is successfully connected to your mobile device, it’s time to configure the controller settings within FIFA Mobile. Follow these steps:
- Launch FIFA Mobile and navigate to the settings menu.
- Look for the controller settings option and select it.
- You may find options to customize button mappings, sensitivity, and other controller-related settings.
- Experiment with different configurations to find the setup that feels most comfortable and intuitive for you.
Recommended Controller Layouts and Button Mappings
While the ideal layout and button mappings may vary depending on individual preferences, here are some recommended setups to get you started:
- Classic Layout: This layout emulates the traditional console gaming experience, with the left stick for movement, right stick for camera control, and face buttons for actions.
- Custom Layout: Tailor the button mappings to your liking, assigning specific actions to different buttons based on your playstyle.
- Adaptive Layout: Experiment with different layouts based on the game mode or position you’re playing. For example, you might want a different layout for attacking versus defending.
Remember, finding the perfect configuration may require some trial and error. Take your time, experiment, and adjust until you find the setup that suits you best. With a well-configured controller, you’ll have precise control over your players and enjoy a more immersive FIFA Mobile experience!
In conclusion, the answer to the question, “Can you play FIFA Mobile with a controller?” is a resounding yes! Incorporating a controller into your FIFA Mobile gaming experience can bring a whole new level of precision, control, and enjoyment. By using a physical controller, you can bid farewell to the limitations of touchscreen controls and elevate your gameplay to new heights.
Playing FIFA Mobile with a controller offers numerous benefits. The enhanced precision and control allow you to execute intricate maneuvers, perform skillful dribbles, and execute precise passes with ease. This translates into a more immersive and realistic gameplay experience, making you feel like a true football superstar on the virtual pitch.
Moreover, using a controller reduces finger strain and fatigue that may occur with prolonged touchscreen usage. With a comfortable grip and well-placed buttons, your gaming sessions can be extended without discomfort, allowing you to fully immerse yourself in the virtual world of FIFA Mobile.
To get started, ensure that your controller is compatible with FIFA Mobile and follow the necessary steps to connect it to your mobile device. Take the time to configure the controller settings within the game to optimize your gaming experience. Experiment with different controller layouts and button mappings to find the setup that suits your playstyle best.
So, my fellow FIFA Mobile enthusiasts, don’t hesitate to grab a controller and embark on an enhanced gaming journey. Experience the thrill of precision, the joy of control, and the satisfaction of dominating the virtual football field. Take your FIFA Mobile gameplay to the next level and make your mark as a true champion.
And remember, for all your gaming needs, including the latest news, updates, and tips, visit PS5.ps5pro93.com, your go-to destination for all things gaming. Happy gaming, my friends!


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Role: Software Engineering and Management Student
Course: SFWR ENG 2AA4 : Software Design I – Introduction to Software Development
Team Size: 2
Project Term: March 2013
I coded the back end logic. Some functionality that I worked on included:
- Logic for automated (computer) opponent. This was done by implementing a stack. The stack starts empty, and each time the stack is found to be empty a random coordinate is placed on the stack to be hit. If a hit is made by the computer, the 4 adjacent squares to the most recently hit tile would be added to the stack. If a tile was already hit it would not be added to the stack.
- Saving and loading of match files, so you can end a match in the middle of a match and have the option to play it the next time the game is run
- Piece placement. This had the difficulty that pieces had to be restricted to be placed within the game board. The design decision was to place a restriction on where a piece would be placed so that the entire battleship is within the game board.
- Tile hitting, and victory logic
- Storing and accessing data for the high score
- Scoring system algorithm
My partner’s role was mainly was to make the graphics and build most of the Java Swing interface. He also worked on the testing documentation and some other design documents. I played a major role in working at the interface of the display logic and game logic so that they work together. I worked on some of the Module Interface Specification (MIS) and Module Implementation Design (MID) documentation.
This project was meant for a group of 4-5. We were able to complete it as a pair given the same time.
Note that the due date was changed for the entire class, and the 5 marks that were lost was a bonus for submitting it on the original due date.
The executable file and documentation can be found here.
This was updated as part of a project at the Initial Learning Program (ILP) at Tata Consultancy Services (TCS) and the code can be found here.


I enjoy video games – both playing and spectating. The trouble is, I find myself to be hopelessly bad at them. So I’ve made it my mission to find games for people who can’t play games.
Not just play, but actually get engrossed in. Games I can lose myself in when I need something to escape to and nothing else is doing it for me. When I want to unwind. When I want a good story.
Unfortunately, games have moved on somewhat from the simple times where I used to clutch my GameBoy for hours. The controls are fiddly and complicated. The objectives are impossible. I’m sat wondering WTF I’m meant to do and how I’m meant to do it.
This frustration, more often than not, tends to result in one of the following:
- Agitated mutterings of ‘stupid’ and ‘why even design it like that’
- Sighing and/or tutting
In more extreme cases, where my boyfriend has gently tried to introduce me to a game he thinks I’ll like, controllers have been known to fly across the room, propelled only by intense fury.
And so, it is my pleasure to present to you six games I have found to be super-duper for when you fancy losing yourself in something for an hour (or five).
Nothing too strenuous, no vexing controls and, often, a pretty fucking rad soundtrack to accompany it.
Without a shadow of a doubt, the first game I recommend to anyone. There is so much to love about this game – from the absolutely gorgeous landscapes to the enigmatic character.
One of the huge pluses of this game is that there are literally, like three controls. You move, jump and do a friendly little chirp to communicate with your companion – a real live other person playing Journey somewhere else in the world. This makes for some truly unique play as you explore your surroundings and unearth secrets.
The entire game only lasts a couple of hours or so, making it perfect for a Sunday afternoon playthrough. A really beautiful, joyful game, with one of my favourite game soundtracks ever.
Available on: PlayStation 3 and 4
Oh yeah, we’re going there. Yellow tends to be viewed as a bit of a controversial pick, but it was the first Pokemon game I played so it invokes a metric ton of nostalgia. Also: PIKACHU FOLLOWS YOU AROUND. What’s not to love?
Like most of the handheld Pokemon games, you’ve got hours of gameplay here. Dip in and out as you please. The pixel graphics are retro and cute AF, the concept is simple: catch ‘em all, beat the Elite Four, make Mom proud. Granted, the game can be a bit repetitive (train, battle, train, battle), but this makes it reassuringly familiar and simple as heck to play.
Loll about on the sofa with some snacks and get adventuring.
Available on: GameBoy, Nintendo 3DS
Life Is Strange
More interactive story than traditional ‘game’, this episodic narrative positions you as Max – an 18-year-old talented photography student who can manipulate time.
I know. Stick with me.
Essentially, all you have to do here is explore at your leisure. Read notes, talk to people and gather clues about the mysterious goings-on in the town of Arcadia Bay, where it’s seemingly always autumn. Every decision you make affects the way the rest of the game plays out – your decisions have weight.
Okay, there’s some clunky dialogue so cringey it’ll make you wince (mostly because you’re reminded you were also once a shitty teenager) and the graphics are rudimentary up against today’s typical standards – but these actually make the game quite charming and endearing.
Of course, this is a mental health blog primarily, so fair warning that there are some pretty adult themes here too. Still, Life Is Strange has won numerous awards and is the sort of experience you’ll be thinking about for days after. Don’t be fooled by the teen-movie-style trailer – this is a game for everyone. I’m looking at you, Call of Duty fans.
Available on: PlayStation 3 and 4, Xbox 360, Xbox One, PC
If Pokémon’s aim is ‘Gotta catch ‘em all’, Everything’s would be ‘Gotta be it all’. Part philosophical lecture, part simulation, the aim of Everything is to simply become well, er… everything really. We’re talking from atom to planet, here.
By interacting with different objects, you unlock new options. You can go from being a rock to a tree. You can become an entire landmass. The scale adjusts accordingly to what you’re doing.
The game is peppered with philosophical quotes from Alan Watts, adding a new level of depth to the game. With a unique atmosphere and pleasingly fun object movements (I have never seen animals move like that), Everything induces a level of relaxation so potent, you might just fall asleep.
To be fair, I was hungover.
Available on: PlayStation 4, PC
No objectives, just interactive, whimsical art. Hohokum sees you become a serpentine creature that moves in the most gorgeous, fluid fashion.
Developed especially to make the player’s experience as joyful as it is soothing, there is no tutorial. No linear narrative. No necessary progression. In Hohokum, all you need to do is enjoy the explosion of colour, playful interactions and a wonderful soundscape.
Available on: PlayStation 4
Atmospheric and enchanting, Abzu submerges you in a world of underwater mystery.
With the same talent behind Journey (Matt Nava as Creative Director, Austin Wintory returning as Composer), you can reliably expect great things. Your character is graceful and inquisitive, exploring the depths of long-forgotten civilisations and making a few surprising discoveries along the way – all at the touch of only a few buttons.
Ride on the back of dolphins, meditate on ancient ruins, breach the water’s surface with a gang of orcas – everything about this game celebrates the ocean and spirituality. If that sounds a bit wanky, just wait ‘til you play it.
Available on: PlayStation 4, Xbox One, PC
So there we have it – it’s been getting a little heavy around here lately so it’s nice to do something a little different. Besides, winter is all about snuggling down with your entertainment of choice – and if you’ve previously been put off by video games in the past, one of these might just surprise you.


Gamer fans rejoice! Disney’s upcoming movie Wreck It Ralph has already wow-ed many fans by its inclusion of gamer classics such as Bowser, Eggman, and other villians in popular video game franchises, but it has been recently reported that the voice for Sonic from Sonic the Hedgehog (Roger Craig Smith) will appear in film. Street Fighter characters Ryu (Kyle Hebert), Ken (Reuben Langdon), and M. Bison (Gerald C. Rivers) are also credited in the movie. Appearances by other video game characters such as Q*bert, Paperboy, and Pac-Man are also expected in the movie.
Wreck It Ralph centers around the character Ralph, whose job as the villain in the fix-it-up game, called Fix-It Felix Jr., leaves him frustrated after years of wrecking buildings and being defeated by Fix-it Felix Jr. He then sets out to prove that he is not just “a bad guy” by hopping through various other arcade genres such as first-person shooters.
With the inclusion of these great video game icons, Wreck it Ralph is one movie that you don’t want to miss.
Watch the official trailer here: https://disney.go.com/wreck-it-ralph/