How to Play ‘El Gordo de la Primitiva’
Before you decide to play any lottery you should first check its rules. In other words, for playing this lotto game it is necessary to pick five principal numbers between 1 and 54, and an additional number from 0 to 9.
Moreover, players must select five numbers in the first block and one in the key number. However, you can use the key number as a refund number. By selecting at least 6 to a maximum of 11 numbers in the first block you can make from 6 up to 462 bets, all in only one card.
All numbers are randomly drawn. Five numbers from 1 to 54 are drawn from a first drum, and from a second one number from 0 to 9. There is a total of 8 prize categories. For instance, the first prize is for all players who guessed correctly all six numbers. Likewise, the second prize is for the 5 + 0 combination, and the third prize for 4 + 1 and up to 2 + 0. The draw is every week at 13 GMT + 1.
For all categories, the prize is divided into equal parts. The first category offers a minimum amount of EUR 5 million. However, if there are no winners in the first category, then 50% of the amount reserved for the first category is accumulated for the next draw, which is why it oftenly has a bonus prize.
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Did you know that you can play online lottery through Lottomania? With the help of this useful lottery website, you can increase your chances of winning the prize. Registration is free.
After registering you are all set to think about what numbers combination you should choose.
Nevertheless, you can select your numbers by yourself or you can choose a quick pick. Choosing a quick pick means that the system will randomly pick the numbers instead of you.
You can always review the purchased tickets in your account, and after you select the “My tickets” option you can see the drawn numbers.
Finally, you should always consider that the winning combination will be visible after the announcement of the official lottery.
If you win a prize inferior than $2,500, the money will be transferred to your account. For each larger amount, you will need to contact the support team for the transaction.


For anyone who thinks the lottery can be a good investment, this lottery simulator at Get Rich Slowly
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Talk about not resting on one’s laurels. Bioware’s James Ohlen has provided a sneak peek on some new content launching next month.
Not much is being given away about either but here’s Ohlen’s teaser:
Next month we’re going to be releasing a new Flashpoint and an expanded Operation. The new Flashpoint involves a plague that could have significant repercussions across the galaxy. It takes place on a brand new world and involves some pretty epic battles. I can’t go into much detail, but be prepared for something different. The expanded Operation takes the existing Karagga’s palace scenario and more than triples it in size. It includes three new boss monsters and some pretty epic set pieces.
The last boss of the Karagga Operation is pictured in this post. I haven’t checked out any of the current Operations yet, so talk about me needing to play catch-up!
On the SWTOR forums, there’s already some debate over releasing new content versus fixing bugs in current content. Stephen Reid has responded on that as well:
And so begins the eternal MMO battle between ‘more new stuff’ and ‘fix the bugs’.
The development team is large enough that essentially, we can do both. We have many people working on analysing, triaging, fixing, testing and deploying new fixes to ensure the game’s stability – and we also have many other developers expanding the game and creating new content.
How about you – are you keen on new content already?


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Get Domination by defeating a boss without using any Passive and Active abilities (don’t equip any). Get Untouchable by defeating a boss without taking any damage. Both can be done together on the first boss, Tutoriaal.
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Helping a PC/console developer understand the initial onboarding experience of their new title
Our client were finalising their new PC title, ready to launch the following month. After previous research had showed some player churn in the initial levels, our client wanted to understand player’s perceptions of the onboarding process, and also to identify any specific pain points during early gameplay that may prevent player retention.
We conducted two phases of playtesting in order to test different game modes, with two different target audiences. The test was carried out on an online platform, allowing individual gameplay sessions with screen recording, follow-up surveys, group gameplay sessions, and focus group discussion. This allowed us to observe players’ gameplay experience in both solo and multiplayer mode, as well as to further explore their reactions to the game, both at an individual and group level.
We were able to identify specific points within the game that resulted in confusion or frustration, and consequently, suggest player-based solutions. The insights also uncovered the key game components or features driving player engagement, helping to identify which to build on more or prioritise in comms.


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- #: 35628
- Price: $2.99 In Apple Store
- Category: Games
- Updated: 2009-08-06
- Current Version: 1.0
- Size: 0.90 MB
- Language: English
- Seller: Gregory Herlihy
- Requirements: Compatible with iPhone, iPod touch, and iPad. Requires iOS 2.2.1 or later
- © 2009 Kekosoft
Add to Favorite apps
Play Hex, the classic strategy game in which you try to build a path connecting two, opposite ends of the board before your opponent - against Hexatious, the strongest Hex-playing program available on the iPhone or iPod Touch.Features* A formidable…..
Rated 4/5 based on 3 customer reviews.
Teaboldi (aka Philsquirrel) write:
Cool game, a nice surprise, really ! Good and progressive levels of difficulty, lots of hours of play (I'm not sure it's correctly said, sorry, I'm french) ... well ... thanks ! I'll keep it on my Touch ;-) !
Very good game!!!
Rulo Mathematician write:
It is a very good game, it makes you think a lot... you must join the paths... I like it, just get it boys
its an amazing game its really fun and addicting overall awesome
Write a Review
The information may be outdated. For actual information go to iTunes
Related to «Hexatious» applications
Waste hours of your free time (that you never knew you had!) playing (or more likely losing) Hex, the classic strategy game in which you try to build a path connecting two, opposite ends of the board.… [more..]
Price: free |


Are you doing four hours in an 18-hole or the equivalent of two hours (sometimes upwards of three hours for beginners) in a 9-hole golf course? Are these times possible when playing golf? There are so many things to consider when playing golf on an actual golf course.
Many people think of golf as an easy game but more challenging to learn. However, not everyone is gifted in performance.
For those who do not know the mechanics of a golf game, such a course has typical full gaming of 18 holes, but players can play 9-holes (also known as the short course of golf).
It usually takes four hours to play 18 holes. So if you only have half that time, you should play nine holes. With nine (or even six) holes, it's easy to play a round of golf without taking the same amount of time. Since I've gotten older, I actually enjoy playing nine holes more than a full round. It's a unique challenge.
Whether you can play 9 holes in 2 hours or less depends, of course, on the pace of play. The pace of play depends on many factors: the skills of the players in your group and on the course, the difficulty of the course, the distances between holes and how many people are on the course. This could push a reasonable pace of play to 2 hours and 15 minutes for nine holes. Some country clubs require players to play faster than 2 hours for 9 holes and require them to do it in less than 90 minutes - and on foot, not by cart, which doesn't usually speed up play much.
So the idea is that each hole takes an average of 13 minutes to reach the 2-hour mark. The par 3 holes should take about 10 minutes, the par 4 holes about 13 and the par 5 holes about 15 minutes.
Of course, this only applies to a full foursome on an average golf course with an average number of players. If you play with fewer than four people and the course is not crowded, you can play much faster. On an empty golf course, a single player or an experienced couple can play a 9-hole round in just 75 minutes. Depending on the age of the players, this can be done on foot or by bicycle.
On a busy golf course with mediocre to poor players, a 9-hole round can take more than 3 hours. You should not play on such courses because they do not manage their flow of play well. You will play worse because you will have to wait for almost every shot. It also goes against the grain of playing golf fast by playing fewer holes.
The game time in both holes may vary depending on a player’s experience and skills. There is no standard time in finishing a golf game, but if you are playing with one or more competitors, both 18- and 9-hole courses consume more time.
You will learn here how long it takes to golf 9-holes in standard paces with different player counts.
- How Long Does It Take To Play 9 Holes Of Golf?
- Factors That Determine Your Pace Of Play
- Ways To Speed Up Golf Pace Of Play
- 1. How long do 9-holes of golf take for one player?
- 2. How long do 9-holes take for two players?
- 3. How long will it take to play 9-holes of golf with four players?
- 4. How long of a walk are 9-holes of golf?
- 5. How long does it take to play 9-holes of golf par 3?
- 6. What is a good golf score for 9-holes?
How Long Does It Take To Play 9 Holes Of Golf?
The time varies depending on many circumstances. But most plays take place with an average time of four hours for 18-hole. So, this may equate to two hours (or 2.5 hours, the most) for a 9-hole course. The pace will depend on the number of players involve and other factors.
Golfers who do not have much time prefer the 9-hole over the 18-hole game. Moreover, the time lessens if you are playing alone or with just two players.
When keeping with an impartial level of pace in a game, each group may finish every hole at 15 minutes, no matter how many players are there. It is the average duration of playing a hole in many golf courses.
You can sum up the total game time per hole (including other activities such as preparation for shots, approaching the shots, tee shots, break time, etc.). Take note of the difficulty of the course, the players involved, the distance between holes, etc.
Add the figures after the round. You will arrive at an average period of two to two and a half hours of game time.
Factors That Determine Your Pace Of Play
Every game you play may be longer or shorter than 2.5 hours, depending on many aspects. Here are some of the factors that may influence the timing in finishing 9-holes:
1. The land area of the golf course
Every golf course has a different size. It is natural that the larger the area, the longer it takes to finish around. The land area of the golf course is one of the crucial determinants in timing a golf play.
Most par-3 courses will take about one to one-and-a-half hours (1 to 1.5 hours) to finish the round. In other instances, golf courses with sizes ranging from 5,500 to 6,000 yards may take about two hours to play 9-holes. Consequently, golf courses that stretched to 7,000 yards may take two and a half hours (2.5 hours) of 9-hole game time.
2. Golf clubs you use
If you are a veteran male player, a beginner, a senior, or even a woman golfer, use golf clubs that match your skill. Having golf clubs that will enhance your performance would slash several minutes off the game.
Moreover, the content of your golf bag should be in order. This way, you can pick the right club for the needed stroke without delaying the game.
3. Golfers’ level of skill
Some golf analysts disregard the golfers’ skill and experience in determining the timing to finish 9-holes. Golfers with a higher level of skill and have more experience play faster than players with poor skills.
Even pro golfers with average know-how take a lesser pace (about 1.5 hours on average) to finish 9-holes.
4. Walk or use a golf cart?
Most senior golfers like to walk across the golf course rather than take golf cart service to stretch out. Moreover, the par-3 type is the only golf course that does not offer golf cart services.
Other players prefer the cart services for the faster 9-hole game. The average time to finish 9-hole through walking is 2.75 hours, while on a cart, it takes about 2.5 hours.
5. The group size matters
The more players are there in a group, the longer it will take to finish a 9-hole course. So, if you are on a busy day, and want to roll down the course as fast as you want, try playing single or as a twosome.
Ways To Speed Up Golf Pace Of Play
There are several ways you can accelerate the 9-hole round as recommended by the USGA. Here are some facts!
1. Start intelligently.
Be prompt and punctual on game time. Ensure that everything is in order, like carrying the proper golf clubs with a golf bag, extra balls, the right outfit, and other essentials.
2. Take a short time in the tee.
The phrase ‘hit when ready” is usually acceptable for players on the tee. To save time, you can choose a provisional game if you are wondering your ball is out of bounds or lost.
3. Try other forms to accelerate the round.
Some fun alternatives to individual stroke are the match play, Stable ford, best ball, and others. The team can choose these game formats because not all players would hole on each hole.
4. Target playing in 20 seconds
Always think about hitting the ball within 20 seconds or less to keep the pace quicker but more quality.
5. Be friendly and helpful with the group.
It is better to follow the flight of other tee shots and not just yours. In the fairway, help your competitors finding their ball if you already knew the location of your ball. Participate in filling a divot, if needed.
1. How long do 9-holes of golf take for one player?
An average 9-hole golf course has about 1,000 to 3,000 yards of tees to greens, which may translate into 3.69 miles of length. According to a study, an average person walks around three to four miles an hour.
If the golfer walks through the game, it may take about an hour to complete the course (including the shots). Considering other factors that may affect the game, a single-player may take about 75 minutes (1 hour and 15 minutes) of playing 9-holes.
2. How long do 9-holes take for two players?
If there are no other players on the course, two golfers playing the 9-hole may finish the game in 75 or 80 minutes. The pace can be cut by riding the golf cart from one hole to another and with minimal obstructions in the activity.
3. How long will it take to play 9-holes of golf with four players?
If you are into a group of four players, the usual time to finish the game averages two hours and 15 minutes with a golf cart. So, if all the players decide to walk, it will take a little less than three hours to finish one round. Furthermore, high-speed swingers take less time.
4. How long of a walk are 9-holes of golf?
The usual 9-hole golf course has an average length of over three miles. If you walk straight through the whole 9-hole golf course, it may take more than 30 minutes. Senior golfers may take longer.
5. How long does it take to play 9-holes of golf par 3?
It is common knowledge in the golfing world that each hole has a standard 15 minutes of playing time. However, some holes may take a longer or shorter time to finish. More experts believed that par-3s take an average time of nine minutes. Other pars, such as par-4 has 12 minutes, while par-5 has 18 minutes of standard time.
The 9-hole golf course is called the executive course. The game has only nine holes instead of the longer 18. Furthermore, the 9-hole course has a combination of par-3, par-4, and par-5 holes. The game produces a par score between 34 and 36.
6. What is a good golf score for 9-holes?
A 9-hole golf score ranges from 40 to 70. However, only the professionals got to score below 40. Moreover, a score that shatters 60 is considered an average player.
Now you know how long it takes to golf 9-holes: you do not have to stay long in the golf course to hone your skills. Golfing 9 holes take less time than 18 holes, which is ideal for busy players who want to finish a single round as quickly as possible.
Just like what the USGA advised: If you do not have time, play 9!


If you a frozen gemsre a fan of casino games, but don’t want to spend a fortune on these games, free casino slot machines are a great option for you. You can play online casino slots and usually find lower prices than you would at a casino. You don’t have to gamble when you can play for free games. This could be a great opportunity to end your gambling addiction. Casino slots online are a far cry from the traditional Las Vegas-style slot machines. They have evolved from old, inefficient reels with the highest payout of just one to modern Vegas-style free slots in casinos.
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Threat of dangerous weather prompts football schedule change | Schools
(WMC-TV) - Fans of Covington High School football will get to watch their team take the field a day early this week.
Thanks to concerns about the possibility of inclement weather due to Hurricane Isaac, the school's Friday night game in Dyersburg has been moved.
The two teams will still take the field in Dyersburg. However, now the game will be played on Thursday, August 30, at 7 p.m.
Copyright 2012 WMC-TV. All rights reserved.


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Great athletes come in many shapes and sizes, and the best of the best all started as unknown names practicing tirelessly to perfect their craft. Serena Williams, Tiger Woods, Joe Montana, and Amanda Vanesse? That’s right, Coronado High School’s very own star biology teacher also turns out to be a star on the basketball court.
Last week Coronado High School’s ASB held its annual faculty basketball game, and it was a nail-biter. The theme was “Biological Warfare,” a playful take on the fight between two of the school’s biology teachers, Amanda Vanesse and Nicole Belong. Each team was stacked with teachers hungry for the win, as well as student coaches who were prepared for battle. Team Vanesse’s head coach Darren Hopkins, grade 11, was taking this game just as seriously as he takes his fashion. Hopkins donned a black suit and purple tie with matching purple sneakers, and it was clear he meant business. When asked what he did to prepare his team, he said, “First of all we got our outfits right, look good, play good.”
He then went on to discuss specific strategies as well as his team’s intense commitment to getting this win, “I know what my team can do, we can produce.” Hopkins said.
On the other side of the court, I spoke to the three head coaches of Team Belong: Tommy Pate, Tony Miley, and Garrett Sauter, all of grade 12.
Team Belong had a much more casual approach to the game, “We are going to get the ball to Mr. Dean and he’s going to be our superstar.” said Pate about their game plan.
“And don’t forget Ms. White,” chimed in Sauter, “she is the dark horse of this team.”
And just like that, we had two very different coaching styles, two very different teams, and one stadium packed to capacity. Things started slow and very defense-heavy with neither team scoring for the first 4 and a half minutes. Team Belong quickly changed the pace, scoring six points in a row. A few fouls and free throws later and the game was 8-9 with Team Belong barely holding onto the lead.
Throughout the second quarter Team Belong continued to show their skill set with back-to-back three pointers from Nathan Aldworth and team namesake Nicole Belong. Then just a few minutes later another three pointer from Athletic Director Robin Nixon. With Team Belong increasing their lead Tam Hoang, a fan favorite of this game, shot a beautiful layup for Team Vanesse right as the buzzer sounded at the end of the quarter. Hoang also happens to be the man responsible for his coach Darren Hopkins’ love for the game. Hopkins made sure to include a “shoutout to Mr. Hoang, our point guard, he taught me everything I know about basketball.”
After halftime Team Vanesse had come back strong, leaving the score close at 25-29 at the end of the third. Though Team Belong still held onto their lead going into the final quarter, Team Vanesse wasn’t going to go down without a fight. Hoang once again coming in clutch was able to inch Team Vanesse into the lead with an unbelievable layup, his third of the game, and his signature move.
The rest of the fourth quarter was back and forth as each team hit multiple free throws and displayed expert-level defense. After another free throw by Joshua Chao of Team Belong, the score was all tied up with three minutes remaining in the game. The crowd grew wilder with each shot taken, the suspense was palpable. With just one minute remaining in the game Matthew Stoever of Team Vanesse shot a two pointer to give his team the lead, the score now 35-33. Students began to stand in the bleachers as the clock ticked down. A foul called against Team Belong with just seconds left in the game could be the make-or-break moment for either team. Sean Castillo made his way to the free-throw line ready for his chance to solidify the win for Team Vanesse. The stadium went silent as he shot and scored, one point in for Team Vanesse. Castillo went on to make his second free throw and the crowd immediately erupted with excitement. The score was now 37-33 with mere moments left in the game. In a last ditch effort to save his team Aldworth let the ball fly as the buzzer sounded, swoosh, two more points for Team Belong. Leaving the final score at an extremely close 37-35, with Team Vanesse just barely clinching the win over Team Belong.
Vanesse made sure to shout out her opponents after her team’s win, saying, «It was a great competition, very evenly matched and I think everyone played well and it was very fun!” She also added that she thought CHS principal Karin Melina did a great job on the court and that she was impressed with the “Josh duo,” referring to teachers Joshua Chao and Joshua Dean. When asked if she would do it again? “A million times!”
Congratulations to everyone on Team Vanesse for their victory and Team Belong as well for putting up an amazing fight. Could this be the start of a beautiful rivalry? I guess we will just have to wait until next year to find out.
VOL. 112, NO. 17 - April 27, 2022


BY Brent Apperson | July 26, 2020
The Broken Bow Spirit 14U and 18U girls softball teams competed at the Class C state tournament in Hastings.
The Broken Bow Spirit Blue team was 0-3 at the tournament. The Blue opened with the David City Blue Blaze falling 11-3. The Blaze jumped out quickly scoring 10 of their 11 runs in the first two innings. Shaylee Chilewski, Brooklyn Cox and Elizabeth Nielsen each collected a hit for the Spirit Blue. Nielsen also had a run scored and an RBI.
The Blue would then face Broken Bow’s other 18U team in the tournament, the Spirit White. The White would get the better of the matchup this time winning 11-4. The Blue jumped out to a 2-0 lead in the first inning but an 8 run second inning for the White shifted the momentum. Nikki Peters and Kyla Phillips were each 2 for 2 to lead the Blue offense. Kassidy Cyboron and Kate Holcomb were 2 for 2 and Mya Weverka was 3 for 3 to lead the way for the White.
The Spirit Blue ended their state tournament appearance facing the Aurora Impact on Saturday. The Impact scored 9 runs in the first inning en route to a 13-3 win. Nikki Peters, Danielle Claflin, and Venessa Coleman each drove in a run for the Spirit Blue.
The Broken Bow Spirit White 18U team went 2-2 at the state tournament. The White was shutout by Lawrence in their opening game of the tournament Friday 10-0. The Lawrence pitching was nearly untouchable as The Spirit White managed just one hit in the game.
After bouncing back with a win over the Spirit Blue, the Spirit White shutout the “Flames of NE” 5-0. Kaylee Petersen pitched six shutout innings giving up just 2 hits and striking out 6. Kellsey Harold was 1 for 2 on the day with 2 runs scored to help lead the offense.
The White advanced out to play the Columbus Bullets where they would see their tournament run come to an end. The Bullets pitching silenced the Spirit bats giving up just one hit. Mya Weverka collected the lone hit for the Spirit White who end their season at 9-13.
The Bow Spirit 14U team went 1-2 at the state tournament. Bow fell in their opening game to St. Paul 12-4 but then bounced back with a thrilling win against the Sandhills Reign 7-6 but then lost to the Nebraska Shockwave 14-2.


Although i can’t call myself a ‘hardcore fan’ of the Creative Assembly Total War series (having joined in at the second game Medieval) it has definitely kept my attention throughout. For those of you who don’t know of the Total War games, they are based at key periods in history and although you as a player to command & govern the nation of your choosing around that time period in a sandbox mode. Whilst including historical events, for example the Crusading wars of the medieval era, you ultimately have the control to say whether or not your nation is involved alternatively on a bigger scale you may be playing as the British Empire during the American War of Independence and win the war, claiming all of North America in the name of Queen & Country. The Total War series thus far has covered the following:
- Shogun: Total War – set in feudal Japan
- Medieval: Total War – set in medieval Europe
- Rome: Total War – Set in the roman republic
- Medieval II: Total War – the sequel to the original set in medieval europe
- Empire: Total War – set in the 18th century of european empire building
- Napoleon: Total War – set during the Napoleonic wars in europe
- Total War: Shogun II – sequel to the original set in 16th century / medieval Japan
- Total War: Rome II – latest installment returning to the era of the Roman Empire
Rome: Total War was by far the biggest innovation in the series, it took the game from flat characters to 3D ones with a huge system overhaul expanding the game dramatically. Now Creative Assembly have returned to the era of the Roman Empire for a sequel where the graphics and game has once again been completely overhauled. Ranging from the Spanish coast to the exotic kingdoms of the east Rome II allows the player to command various factions such as Rome, Carthage, Macedon, Sparta & many more.
Last wednesday i was fortunate enough to attend a Creative Assembly gathering in Soho, London where i had the opportunity to play the game itself. Firstly it is stunning, the in game graphics have reached a level never before seen in a game of this level, Roman Legions have never looked so awesome. The terrain detail was extremely detailed and the realism of the water, games have just never looked this beautiful. The visual spectacle of hundreds of soldiers clashing on the battlefields of Total War: Rome 2 is certainly a sight to behold. Surveying the battlefield and seeing tiny troops from a distance offers a sense of the huge scale of the battles, while focusing the camera on an individual soldier offers real in depth viewing with amazing animations.
Many fans will welcome the improvements to the AI system in Rome II, it will now take full advantage of terrain during skirmishes, maneuvering to attack you from the side or rear. It’ll also keep reserves during battles in order to reinforce failing lines, during city sieges it even recognises areas of strategic importance and will go out of the way to place units in guarding positions leading up to say markets or forums. The Ai is constantly evaluating the battlefield and reacting to every movement you make which ensures that conflicts are much more than just two sides charging head on at one another.
The campaign map looks superb, much bigger than the previous game and so many additions from city building to even introducing edicts in your regions to please the people and influence politics. The prologue allows you to play through the days of early Rome, before the region of Italy was unified, really taking you down the roots of history.
I am really excited for this game, i am quite literally counting the days down till September 3rd. And may i also say a huge thank you to Creative Assembly, not only for creating this masterpiece but also throwing the event in London last week and allowing us all to meet some of the team behind it. Check out the gallery below.


Scrabble is a classic board game that mixes vocabulary and problem solving and even some math. It has been a favorite of many Americans for years, so much so that today has even been designated as Scrabble Day. So how many people enjoy playing Scrabble on a regular basis? And how does it stack up against other games?
In Ask Your Target Market’s latest survey, 9% of respondents said they play board games at least once per week. 17% play board games at least once per month. 24% play them at least once per year. 32% said they rarely ever play board games. And 18% never play them.When it comes to choosing a favorite board game, Scrabble came in second only to Monopoly. 38% chose Monopoly as their favorite board game. And 28% chose Scrabble as their favorite board game. Clue and Risk were also favorites. And Battleship, Trivial Pursuit and Apples to Apples had fewer first place votes.
More specifically, 69% of respondents said they have a positive opinion of Scrabble. Just 10% have a negative opinion of Scrabble. And 22% are neutral about it. Those who enjoy Scrabble were likely to choose Monopoly, Trivial Pursuit and Yahtzee as their other favorite games.
Scrabble fans who also own smartphones have been pleased to find mobile options for their favorite games. There’s Words With Friends, an official mobile version of Scrabble and plenty of other mobile versions of other classic board games. In general, 47% of respondents have played some of those mobile board games.Words With Friends was the standout favorite; 47% of mobile gamers named Words With Friends as a favorite mobile game. 26% have played mobile Scrabble. 23% have played mobile Yahtzee. 20% have played mobile Jenga. Another 20% have played mobile Boggle. 17% have played mobile Battleship. 14% have played Pictureka. And 11% enjoy other mobile board games such as Risk, Life and Chess.You can view the complete survey results in the widget below and be sure to click “Open Full Report” to take advantage of all the chart and filter options.Photo Credit: New Game :) What does a Scrabble game you played in tell you about yourself? from FlickrWhat do you want to know? If you need some consumer insights on a particular topic, let us know in the comments below and we’ll consider it for an upcoming survey post.


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Zork: Grand Inquisitor is an adventure video game It was published by Activision in 1997.
Port Foozle just been invaded by the Inquisition, which sets up an authoritarian regime casts magic, and establishes a curfew; everywhere, loud speakers broadcast propaganda that invites new subjects to respect the authority of the Grand Inquisitor Yannick.
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But owning a magic item is liable to totemisation (this punishment is to lock up forever the victim in a small totem): the player so flees the city and discovers a secret entrances of the Great Underground Empire.. The game is mainly to control the mouse and the cursor changes shape depending on possible actions (movements, interactions with objects or decoration); the left button to trigger an action; by positioning the cursor at the top of the screen, the player accesses the inventory (left) in the game menu (center: save, restore, preferences, leave), with known fates (right).. Alas, these objects are lost in the past, that can not be explored by borrowing temporal tunnels Fortunately, the player will discover the totems of three people who know where to get the coconut, the skull, and the cube.. The player learns quickly that he must restore the three types of magic that existed to end the tyranny of the Grand Inquisitor: he must find the Coconut Quendor the Yoruk Skull, and Cube foundation to restore magic Supreme, deep magic, and the average magic. download windows 10 free full version torrent
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The adventure begins just outside Port Foozle a second before the curfew After wandering through the deserted streets of the port, the player discovers an old magic lantern which fled the essence of Dalboz magician, who was the last Master of the dungeon and the Grand Inquisitor tried to kill.. This is the latest game released in the series Zork; this episode, which mixes and interactive movie adventure game revives the humor that characterizes the first games of the series. Os X Drivers For Windows 7
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Then you see the Rockstar band in their dressing room before they walk out the stage and start rocking.
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All bet line wins are multiplied by the Solo multiplier for the entire win in the current spin.
Legend Spins In the main game there are 3 features which are randomly activated: The Legend Spins feature is randomly activated and awards 1 Stacked Wild for the first spin. The Legend Spins feature then has 2 re-spins with 2 Stacked Wild reels. A Stacked Wild is a Wild symbol that covers 3 positions on the reel.
The same band member symbol can appear on other reels but it will not be stacked or act as a Wild symbol. On the 1st spin, reel 3 is a Stacked Wild reel, on the 2nd spin reels 1 and 5 are Stacked Wild reels, and on the final spin reels 2 and 4 are Stacked Wild reels.
Bonus symbols can not appear on the reels during Legend Spins. Appetite for Destruction Wild The Appetite for Destruction Wild feature is an overlay Wild in the shape of a cross that can land randomly, either fully or partially displayed, on one of 3 possible reel positions. The Appetite for Destruction Wild symbol substitutes for all symbols except for Bonus symbols.
The Appetite for Destruction Wild can not be activated when 3 Bonus symbols appear anywhere on the reels or if Legend Spins has already been activated. When the Appetite for Destruction Wild is activated, no other feature can be activated.
Bonus symbols can not appear on the reels during the Appetite for Destruction Wild feature. Wild symbols can appear anywhere on reels 1, 2 4 and 5 during the Appetite for Destruction Wild feature, but can not expand if the Wild symbol appears beneath the Appetite for Destruction Wild.
However, if the Wild symbol lands on the same reel, above or below the Appetite for Destruction Wild, the Wild symbol will expand only to the position on the reel not covered by the Appetite for Destruction Wild. Solo Multiplier The Solo multiplier feature is a random multiplier that awards a win multiplier of x4 - x10 to a winning bet line, when all the bet line wins consist of matching symbols, or matching symbols including Wild substitutions.
When the Solo Multiplier is activated, there will be one winning symbol but it can be on multiple bet lines since there are Expanding Wilds on the reels. All wins are multiplied by the win multiplier x4-x10 for the entire win. The multiplier is displayed on reel 4 and represents the number of winning symbols that pass through the highlighted middle position of the reel.
The Solo multiplier is activated if there are at least 3 matching symbols in a bet line win. The Solo multiplier is activated for 1 winning symbol per spin only excluding Wild symbols.
The Solo multiplier can not be activated if Legend Spins or the Appetite for Destruction Wild have already been activated. The Solo multiplier can not be activated when 3 Bonus symbols appear together anywhere on the reels, or there is a Bonus symbol appearing anywhere on reels 1 or 3.
Bonus Features 3 Bonus symbols appearing anywhere on reels 1, 3 and 5 in the main game, randomly award one of 3 features: Before the Bonus feature starts, a Bonus Wheel appears and spins. Click the stop button to stop the wheel spinning and see which Bonus feature is activated! Click the stop button on a bonus wheel that looks like an LP vinyl record. Where to play Guns 'n' Roses Slot? The Motorhead slot is another fantastic game by Net Entertainment. Like the Guns 'n' Roses slot, it also has a great intro.
It features video footage of the band and the Ace of Spades playing in the background. The game has five reels. However, as you can see from the screenshot, they look nothing like a typical slot machine. The first two reels have three rows. The third and fourth reels have four rows, and the fifth reel has five rows. With this odd reel layout, comes 76 pay lines.
Click on the Music Rock Mode button at the bottom right of the slot to turn the music on and off. However, unfortunately, you don't get to pick the songs as you do on the Guns 'n' Roses slot. There is also stage lighting, a bass guitar and the silhouette of a drum kit in the background behind the reels. On the reels there is a wild symbol which is the ace of spades symbol. It substitutes all other symbols except the scatter symbol. The scatter symbol appears on reels 3, 4, and 5 in the main game and activates 10 free spins.
Other symbols on the reels include a silver bell, a red number 7, a gold star, a Silver horse shoe, a four leaf clover, cherries, and Lemmy. On every spin in the main game and free spins, unless the bomber feature is active there is a mystery reel feature.
There is also a Bomber Feature that can be activated randomly before a spin in the main game only. Each bomb consists of a cluster of mystery symbols. Three scatters symbols appearing anywhere on reels 3, 4, and 5 in the main games activates 10 free spins.
During the free spins, the mystery reels consist of both mystery symbols and wild symbols. Where to play Motorhead Slot? Kiss slot is powered by WMS and also has a strange reels configuration.
It has not five reels but ten reels. There is the main reel set that has five reels and then a colossal reel set that also has five reels. The main reel set has four rows of symbols, and the colossal reel set has twelve rows.
On all of these reels, there are pay lines. Both the symbols are eight symbols tall. Other symbols include images of band members faces, a guitar, a KISS logo, the word KISS with flames behind it, and a symbol that has all four faces on it. The wild symbol is the symbol with all four faces on it which substitutes all symbols except the feature symbol which is the word KISS with flames in the background.
There is also high-value playing card symbols as symbols on the reels. The lowest number of pay lines you can have selected is 20, and the lowest bet per 2 lines is 0. The highest bet amount is with all pay lines activated and 5. Created by Bally gaming.
Michael Jackson The King of Pop has twenty-five pay lines on five reels and features lots of images associated with Michael Jackson. The thing that we like best about the game is the music, you guessed it, it's Michael Jacksons songs! On the reels, you will find various items belonging to Michael Jackson such as his sun glasses, his black hat, his white diamond glove, an image of his feet performing one of his signature dance moves. The wild symbol is simply the word "WILD" in diamonds.
The other symbols in the game are high-value playing card symbols including 9, 10, J, Q, K, and A. There are also three other symbols, a stacked wild, stacked wild bonus symbol, stacked wild jackpot symbol. To activate a bonus round, you get to spin the bonus wheel which enables bonus rounds or awards a jackpot. There's also a multiplier wheel that determines the multiplier awarded.
The bonus rounds are two different free games mode that each has different background music and a different number of free spins. The lowest bet is 0.
Not suitable for U. These three fun slots are all very similar and take you back through time when the music hit the mainstream, and many new types of music genres were defined.
The Groovy Sixties slot is a five reel slot with forty pay lines. Net Entertainment powers the video slot. On the reels, you will find many iconic 60's items. Such as a Volkswagon Beetle covered with flowers, an old tv, a 60's tape reel, a reel projector, Lava lamps, and 60's Go Go party boots.
You will also find high-value playing cards on the reels. The slot features a 60's Wild symbol that substitutes all symbols except the scatter symbols.
The scatter symbol pays x2 the total bet when three or more appear on the reels. It also activates five free spins which also pays win x2. The scatter can activate more free spins within the free spins mode. The 60's Wild symbol is the highest paying symbol which pays credits when five appear on an active pay line.
The Funky Seventies slot is another video slot by Net Entertainment. It is pretty much the same as the Groovy Sixties slot, but the images are items from the Seventies instead of the Sixties.
The symbols include an old cassette tape, a disco ball, an old computer, a See-O-Matic toy, an old car, and iconic seventies shoes. There are also the standard high-value playing cards. There is a wild symbol which is the 70's Wild; this awards the maximum credits for five on an active pay line. The wild symbol doesn't substitute the scatter symbol. The scatter symbol awards x2 the total bet and activates the free spins mode.
More free spins can be won within the free spins mode. Play Funky Seventies slot game and other free music slots at Spinit Casino. The Super Eighties slot is also a video slot by Net Entertainment. Like the previous two slots, this slot also has forty pay lines on five reels.
The symbols are images of items from the eighties including a sports car with pop up lights, an old flip style mobile phone, a portable walkman, a joystick, high heel shoes, and skateboards. Like the other two slots, there are also the standard high-value playing card symbols.
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The world's first Next-MOBA game. Battle against your friends anytime, anywhere.
▌ Game Type：Strategy game , MOBA game
▌ Platform：Web , iOS , Android
Heroes of Unrealm is a strategic action game possessing next generation MOBA gameplay. Its core is PVP and PVE battles taking place in miniaturized MOBA environment, along with hero collection and leveling. It has an easy-to-understand control scheme that draws in casual and medium skill-level players and its profits are derived from an in-game store and complementary game services based on a free-to-play model. Heroes of Unrealm is a MOBA game that can be played in short bursts, a perfect fit for the more casual players.
Through a fantastic combination of level design and action role-playing,
design your own level and spread creativity.
▌ Game Type：Action, Level Design
▌ Platform：iOS , Android , Window Phone
Orbit Summoner combines level creation, action gameplay and group-based competition as cores to allow players to become guardians of their own world, able to call up hundreds of monsters and maps as ingredients and combine them in meaningful and entertaining ways. A large number of equipment and skills are also available for the players to customize their hero, producing a deeply tactical game of base defense and enemy base invasion that is always fresh.
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▌ Game Type：Animated Card & Strategy Game
▌ Platform：iOS , Android
Unlimited Three Kingdoms is a game that uses bone-animation, cinematic presentation, and social mission structure as its core. Players can level up dynamic generals into advanced and powerful individuals and through its social features find allies to help collect special material that results in unique weapons for their own generals. During battles, specific general combinations will result in exciting special battle tactics that decimates the enemy forces. Unlimited Three Kingdoms is an exciting game which not only allows players to experience engaging battles in the Three Kingdoms era but also does it in a never-before-seen manner that's bound to thrill the everyday gamer.
Run, don't let the Twilight devour you!
▌ Game Type：Action Role-Playing Game
▌ Platform：iOS , Android
League of Twilight uses the anti-hero as a central theme to give players the opportunity to control cute and beautifully-designed characters in exciting action-adventure settings. In addition, there is an elaborate collection of equipment, cards, buffs, and appearences for the players to experiment with and to indulge in to their desires. The game also hosts a guild and friend systems that provides countless opportunity for players to have a fun time adventuring with each other.
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Consolation Prize 10 Points You died 10 times Medal Stats.
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Total Medals Earned: 122 (From 31 different games.)


Lanikai Tuesday and Paradise Soccer Club advanced to face off in the Championship Match.
The MISO Robledo Cup is open to all teams from the State of Hawaii. Named after MISO's first President, Cesar Robledo, and modeled after the UEFA Champions League.
Twenty teams battled through the group stage to make it to the 2nd round where Paradise Soccer Club was seeded 2nd and Lanikai Tuesday seeded 4th. PSC advanced by beating AFC Honolulu in round 2, International in round 3, and HSC Bulls in the semi-finals. LTFC advanced by beating Vaiete SC in round 2, Dawgs FC in round 3, and Rush Latin in the semi-finals.
In the Final, PSC started the scoring early using their speed and attacking style of soccer. LTFC was resilient and were able to put in a goal of their own. At full time the teams were locked at 2 a piece. With tired legs PSC was able to push the ball into the net at the end of the second overtime period and hold off retaliation.
PSC repeats as the Champions of Hawaii Soccer and earns a total of $550. They have also advanced to the Division 1 MISO Final which takes place Sunday, May 24th.
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10 Game Design Commandments
Implement these fundamental rules and your game will be fun to play.
- Always reward the player
- Never punish the player arbitrarily
- Control is king
- Waiting should be avoided at all costs
4B. It’s called multiPLAYer not multiWAITER
- Don’t prevent players from experiencing all of your game
- Don’t tack on half-baked new game modes to spice things up
- Be logically consistent
- Let players craft their own experience
8b. Let players play any point in the game at any time
- Design as if this is the first game the player has ever played
- Design as if the player has played every game in existence
1. Always reward the player
Each minute that the player is playing your game they should feel a sense of accomplishment and progression.
Good example: Call of Duty 4
COD4’s multiplayer has quickly become the standard by which other multiplayer games are judged. One of the main reasons for its massive success is the immediate and constant reward feedback the player gets. From the first second they hop into a match, they make their first kill and see that +10 pop up. Reward. From that first +10 to the last prestige 10 the reward feedback loop is highly tuned for maximum addictiveness.
Bad Example: Forza 2
Again, looking at the multiplayer side of things the way Forza’s reward system works is that the more competitive a race is, the higher the rewards, with 1st getting the most, and scaling down from there. The cardinal sin comes with the last place people who get ZERO rewards. ZERO! For people that aren’t very good it’s almost impossible for them to get more credits to improve their cars and experiment with different parts, and these are the very people that need the credits the most.
2. Never punish the player arbitrarily
Failing a challenge/mission/task in a game is frustrating enough, don’t add even more insult and injury to the player just for trying.
Good example: Call of Duty 4 Multiplayer
It’s impossible in COD4 for you to lose experience points. Every point you earn is yours to keep, and it’s just constantly accumulating. If you experiment and try out a new gun, you might not get as many kills and earn as many points as your regular gun, but it doesn’t cost you anything to try the new gun out.
Bad Example: Forza 2
Buying a car costs 40,000 credits. I’ll modify the car, try it out in a race, turns out I just don’t like it, and now I can sell the car but will only get 20,000 credits. I’ve already spent considerable time playing with this car, and losing some races, now the developer is going to punish me even more by robbing me of those extra credits? Why? What purpose does this serve other than limit my desire to experiment with cars and enjoy all the game has to offer?
3. Control is king
Control is defined here by the marriage between controller-character relationship and camera. 99% of most games (Cutscene-heavy games excluded) is spent actually controlling the characters on the screen. The number 1 priority in game design should be to polish this experience to remove any imperfections, and any sources of frustration.
Good example: 2D Marios
Controlling Mario is an exercise in the sublime. The controls are so polished that you can turn that little fat plumber into a dexterous ballerina. Just watch some speed videos of Mario on YouTube and you’ll see just how precise this game can be.
Bad Example: LittleBigPlanet
Now it must be noted that there are few modern games that have totally horrible controls. Thankfully many designers already realize how important this aspect to games is and have paid attention accordingly. I highlight LBP here as a contrast to Mario, since LBP is hyped as the true next-gen 2D platformer. The physics-based gameplay brought many things, but making the SackBoy’s governed by those same physics was a significant sacrifice. The number 1 complaint by detractors against this game is the floaty/sloppy controls. There is a distinct lack of connectedness you feel in jumping with SackBoy that is jarring when compared to Mario.
4. Waiting should be avoided at all costs
Games are about interactivity, and loading screens are totally uninteractive. If you absolutely MUST have a loading screen, then take a note from Starbreeze with The Darkness, they at least made their loading screens somewhat interesting. But under absolutely no circumstances whatsoever is loading acceptable when accessing menus, or switching menus. Also, non-interactive cutscenes, while nice, should be skippable. This is particularly torturous when a particularly hard boss fight or sequence is preceded by an unskippable cutscene, so you end up watching it over and over again.
Good example: Halo
Before the beginning of a level there is a long load-time. This sucks and the experience can be made better. I highlight Halo as a good example because when you die you’re placed back at the beginning of the checkpoint instantly. This goes back to my point about not punishing the player, when you die, a lot, forcing the player to wait those extra 5, 10, 30 seconds starts to add up very quickly. This of course causes the player to play much more conservatively and not experiment and take chances with the game.
Bad Example: Project Gotham Racing 3
Maybe you can give it a little bit of leway for being one of the most visually impressive Xbox 360 launch times. But no, the horrible loading absolutely ruined the game for me. When it takes 30-60 seconds to restart an event that is only 2 minutes long, it’s just painful. Loading really can ruin totally great games.
Worst Example: Sonic the Hedgehog for Xbox 360
Just watch this video: http://www.youtube.com/watch?v=lBkhh7n017o
4b. It’s called multiPLAYer, not multiWAITer
So many games are developed/designed in a controlled environment with the testers always having people to play with. Therefore all the time is spent on fixing bugs/improving the experience when you’re actually in a game. However, what is totally forgotten is the experience of actuallygetting in to a game. For many games this results in a horrible experience where you’re spendingjust as much time if not more time finding a game as you are actually playing. And for games that have a small community? Forget about it. You’ll never be able to find a game, which makes the multiplayer 100% useless.
As a programmer I understand that finding online games is a very difficult problem that will not be solved perfectly, ever. That’s why designers should take that into consideration and let people do stuff while waiting. Offer them little mini games, or let them check stats, just something other than a “finding match” screen.
Good example: Matchmaking games (COD4, Halo)
Now the instant reaction will be that matchmaking isn’t perfect. I know. The early days of Halo 2/3, the early days of Gears of War 2, highlight the problems with matchmaking. However, 90% of the time you can get into a match in under a minute. COD4 does a great job in that even when you are waiting for a game, and waiting in a lobby you can still do things like check stats, check your objectives, customize your classes. You’re never not capable of interacting with something in COD4.
Bad Example: Grand Theft Auto 4
Dear God. The online portion of GTA4 is probably one of the greatest gaming travesties ever. Seriously, the wasted potential in GTA4’s multiplayer still pisses me off to this day. The actual gameplay isn’t horrible, in fact it’d be sweet IF YOU COULD ACTUALLY PLAY A DAMN GAME. The interface to getting into a game is so archaic and rife with problems it makes the entire online aspect of the game useless. And it was so close. They were smart by letting you access multiplayer from the cell phone, but WHY they have to kick you into a black-screened lobby where you’ll sit for the next 10 minutes while people switch between “ready” and “waiting” boggles my mind. And then they screwed it up even more by picking server hosts randomly, and then giving server hosts way too much power. They tried to combine server-based online with automatic matchmaking and the result was a frankenstein monstrosity.
5. Don’t prevent players from experiencing all of your game
And I mean this from the FIRST play-through. Many games have great endings, or fantastic setpieces that many players will never see because they get stuck part-way through the game, or don’t satisfy some archaic list of requirements that you’d only know if you bought the strategy guide or read a walkthrough online. The absolute worst is when you miss something earlier on in the game that is necessary to unlock something later, and you can’t go back and fix your mistake. Some developers try to chalk this up as “The experience is totally different on multiple playthroughs, the replayability is endless!” Give me a break. Subsequent playthroughs are 95% the same, so don’t make me suffer through your game AGAIN just to see that other 5%.
Good example: Wii Sports/Wii Play
There’s not a single thing in these two games that is “locked” from the beginning. There are no sports that can’t be played, there are no activities that can’t be done from the first moment you put in that disc.
Bad Example: Guitar Hero/Rock Band
I buy the game, invite some friends over to play the first time, and oh look, there’s only 10 songs available. Are you kidding me? This game is about just rocking out, not unlocking crap. Fortunately these games have cheat codes that rectify this stupid design decision, but if you don’t know/can’t find the cheat code, you’re screwed.
6. Don’t tack on half-baked new game modes to spice things up
If you have to spice up your game, that means there’s a problem with the core game. Every hour you spend on extra game modes is an hour not spent on refining and polishing the core game.
Good example: Halo
Bungie really lived the philosophy of “30 seconds of fun repeated infinitely”
Bad Example: Spore
Spore is pretty much just a collection of small games, and it suffered greatly as a result. The Creature Creation obviously had a lot of time spent on it, and was thus received extremely well, but the other aspects of the game were just pale imitations of their full-game counterparts.
7. Be Logically Consistent
One of the worst properties of modern video games is their complete disconnected motivations. On one hand you have amazingly better graphics, which motivates for more realistic atmosphere and presentation. However, this realistic representation is wrapped up over the same fundamental game archetypes: shooting, jumping, player control. You want to give the player control, but you don’t want them to break the game’s logic… unfortunately nobody has really figured out a way to accomplish both.
I do think it can be solved though. If you present the player with scenarios that are logically consistent they will ACT logically consistent even without force. The reason is that they will be the only entity in the game environment that is going against the rules of the world. A contrast that is so blatant will expose how silly the player’s actions are when they’re acting out of character/context. Also, if the player does choose to go crazy this will actually make their actions have more weight and meaning which can be fun in its own way.
Good Example: Steel Battalion
This game gave no compromises in its design and sacrificed accessibility as a result. From the onset you were forced to purchase a $150 40-button specialized controller just to play the game, the controller even had an “eject” button. Of course that eject button is necessary since if you “die” in the game world, your character is really dead, and you lose your save and all of your progress. This is logically consistent becaues if your character dies in the game world, there’s no way they’re going to “come back to life”.
Bad Example: Grand Theft Auto 4
This is a very famous and recent example. The world that Rockstar crafted is one of the most fleshed out and “real” that has ever existed. Furthermore, the characters also start out particularly deep and at times achieve the goal of sympathetic. However, you start Nico Bellic’s journey and listen to him pontificate on how he’s trying to change his ways and is struggling with a violent past… 5 hours later you’re going on a wanton rampage killing dozens of thugs to secure some drugs without batting an eye. This design not only devalued GTA4 as a game, but the whole concept of bringing mature presentation/atmosphere and gaming together at all.
8. Let players craft their own experience
Right now the term “sandbox” refers to open-world games like GTA and Saints Row. But in reality EVERY SINGLE GAME is a sandbox. Without exception. So give people the freedom to play in that sandbox how they see fit. And the mechanism for letting gamers craft their own experience has already been figured out, we just lost the art of it: cheat codes.
The king of cheat codes was Golden Eye for the N64, this classic game let players do all sorts of crazy stuff from making everyone have big heads, to invulnerability and infinite ammo. IDDQD, Up-Up-Down-Down-Left-Right-Left-Right-A-B… the fact that these codes are so ingrained into our collective gamer consciousness means that they work and people used them. Let’s bring back cheats, and let’s taking them out of the ghetto of “cheats” and make them available to everyone.
Don’t make them locked. Don’t make them hard to find. Don’t punish me for using them.
If I want to turn god-mode on, then great, let me earn those points and go to the next level. But, reward me for not using the cheats by giving me more prestige and more points.
This also frees designers up from figuring out what the hell “normal/esy/hard” difficulty means. Just make your game for one default difficulty setting and then let players use the cheat options to craft the game to their own particular taste.
Good example: Grand Theft Auto Series
These games do it right. While there’s no invulnerability, they at least let you heal yourself, clear your wanted level and all sorts of other things like spawning cars, guns and helicopters. The PS2-era games did this the best, as GTA4 doesn’t provide as many cheats. However, the cheats let GTA4 go from a super-frustrating/annoying game to one that was very fun.
I want to make a special note on Halo 3 as the whole Skull system was a very interesting approach. I think it was far too complicated for regular people, and took too much work to first obtain the skulls, but the combination of game-changes with increased point scores is interesting and on the right track.
Bad Example: Too many to mention
So many games make this fundamental mistake, and is a huge opportunity for smart game designers to capitalize on. Very few designers have the genius to get the balance “just right” so the ones that try, usually fail.
8b. Let players play any point in the game at any time
Gaming is the only media in existence that doesn’t support random access. When you’re reading a book and you flip to the last page it doesn’t come up blank with a message of “you haven’t read enough pages yet”. And when I finish reading a book I can flip to any passage that I really liked and read it over again. Same with movies. Same with music. But with games if I want to play the final showdown sequence I first have to GET there, and then if I want to reply it I have to make a special save at the right spot.
Do people not see how stupid this is? Let players play my favourite sequences over and over again, whenever they want. And let them play the ending right away. Why not? Because it’ll ruin the experience, that’s THEIR choice! Don’t limit player choice because you think you know better. You don’t.
Again, older games used to do this fantastically well with level-skip codes.
Good example: Alone in the Dark (360/PS3)
The much touted “DVD-style” system let you choose the chapter you wanted to play, right from the beginning. Kudos. Though they still locked off the last chapter until you’d completed it. Stupid.
Just take this concept one step further and have every single checkpoint in the game accessible from the menu.
Bad Example: Too many games to mention
Again, this is an untapped design in current/modern games.
9. Design as if this is the first game the player has ever played
This is one of the most important commandments, and is one of the “secrets” to the Wii’s massive success. The Wii’s genius isn’t in the control. It’s in the fact that the entire ethos around the Wii is to bring in new players, therefore all of Nintendo’s games are designed for new players.
This means there are no implicit gaming assumptions made, there are no implicit control assumptions made.
I honestly can’t emphasize that point enough.
Have you ever seen a new player try dual-analog controls? Have you ever seen a new player run RIGHT past a barrel that looks oh-so-breakable?
Regular people don’t USE dual-analog controls in any aspect of their lives. Regular people don’t go randomly bashing crates and boxes for power-ups. These aren’t regular-people real-world experiences, so placing them in your game and just expecting the player to know what to do is setting yourself up for failure.
A 2-second “look up and down” tutorial isn’t sufficient to become comfortable with dual-analog. You should be able to PLAY THE ENTIRE GAME without using the two analog sticks; one should be sufficient.
Best example: Wii Sports
The pinnacle of this mantra. The genius of this design is so great that most people don’t even realize what’s going on.
First: the concept of Wii Sports itself. The game is just regular sports that EVERYBODY has experience with in game form. Nintendo relies on some knowledge to know how to play, but that is REAL WORLD knowledge, not GAME-DESIGN knowledge. Even then they still explain how to play each game.
Second: they don’t punish you for messing up. Look at Wii Bowling, watch what happens when you screw up a throw. The game doesn’t say “Sorry, wrong motion, try better next time.” It gives you advice, and lets you try again and again at no cost. It’s helping you have fun without punishing you. Ever.
Good Example: Earth Defense Force 2017
I highlight this example because it’s an obscure Japanese action game that offers a single-analog control option. This ONE feature is what made the game accessible to my non-gamer friends.
Bad Example: Every FPS title in the past 5 years
Seriously, it’s a travesty. So-called “hardcore” games are only hardcore because they are built on so many implicit game design assumptions that only the hardcore know what’s going on. But not a single one of these assumptions are necessary to these games. Every single one can be cast away. Why do power-ups have to be found in crates? etc
10. Design as if the player has played every game in existence
Gamer’s expectations are continually increasing. When a new game comes in and raises the bar the standard gets raised across the board and if your game doesn’t meet/exceed that standard it will suffer in the press, and in retail. Designers must know what the current standard is, and will be, and strive to match or exceed that. There is no mercy. Progress is unrelenting and that’s the price you pay for being in the game industry.
The good thing about this, is that it’s OK to copy other games. Putting matchmaking in your multiplayer system isn’t seen as copying Halo, it’s seen as the standard; so when you don’t put it in, it sucks. Same thing with regenerative health. Or cover systems. Or class-based multiplayer (which I hate).
Good example: COD4
They copied part and parscle the matchmaking/lobby system from Halo. Fantastic! They also copied the ranking system from Halo 2 and the class-based systems of Tribes and Team Fortress to combine them together to create their ranking-based class system. Genius, absolute genius! Infinity Ward didn’t reinvent the wheel, they just looked at the wheels that existed, saw how they could fit together, and added a few spokes of their own.
Innovation isn’t hard when you have no sacred cows, and are willing to copy everything.
Bad Example: Wii Music
Unfortunately, Nintendo has gone too far into the “new players” mantra and completely abandoned the seasoned gamers. The danger here is to think that you can’t have one without the other. That’s false. You can appeal to BOTH demographics if you just keep them BOTH in mind.
Wii Sports is a counter-example to Wii Music. Wii Sports is instantly accessible, but it also has a lot of depth that hardcore gamers can sink their teeth into.
It’s not a coincidence that the same games that are the best sellers in the world are also continually listed in the “Good Example” category. The success of these games isn’t luck. And it’s not a secret either. These games implemented fundamental game designs that made the games appealing, fun, and accessible to millions of people. These commandments are how you can do the same. The great thing is that even these super successful games are missing some key improvements, which means there’s still a lot of untapped potential.


Those on iOS won’t be left out — Liemhetcharat told Engadget that a version for the iPhone is coming soon, too. So far, the game itself is simple, but the most intriguing aspect is its use of the bio-sensing vibrator as a controller. After every death during combat, Dead Cells switches levels and the theme while maintaining your highest score. Moreover, the game also randomizes the weapons and items found on each level.
- We have had games that have outperformed the rest of the world combined in China alone with strong retention and conversion.
- Like any tool, it must be used correctly and judiciously, with an understanding of its purpose and its limitations.
- I spoke to the developers and was told that there have been a few reports from users facing the same issue, which are currently being investigated.
- In some ways it’s better to start your stealth launch with slightly higher pricing so reductions are possible at a later point.
- That means any background noise or screen notifications will be live as well.
However, the deal gets darker than you’ve expected and your hero quickly casts into darkness. You’ll find yourself surrounded by evil forces with nothing but your sword to help you get out. Thus, you’ll need to master your combat skills, explore the behavior of your enemies while still trying to find the lost king. You start the game with overgrown fields that you’ll need to turn into a majestic farm. To do so, you’ll get to get rid of the old stuff and trash, start growing some crops, and buying animals.
For others, APKPure captured screenshots, app descriptions and more directly from Google Play Store. Every developer who uploads an app into Google Play is doing so under Google’s rules.
The lowest point was in August, when the average session length was 27 minutes. download Day 7 retention in average performing games varied between 2.96% in April and 3.62% in January. As you can see, this video ad is very short , which is more than enough. However, if your game is complex, you might want to create an explainer video. Those are usually longer and can last up to 90 seconds. In the first couple of seconds of the video, we meet different game characters and their cars.
The developers are releasing regular updates to improve the overall gaming experience on the mobile platform. In addition to that, with every season, better weapons, game physics and animated graphics are reaching new heights for the optimal gaming experience of the players.
Call Of Duty: Mobile
Also, when you publish or provide assets for licenses on the Asset Store, your seller name and other information in your Publisher profile will be visible. We collect log info, including IP address and device data, related to your visits to our site. When you post comments on our community pages and forums, other forum users will be able to see your username, photo and comments. When you post, you should assume that all the information you provide is public. The problem is, I have no idea where and how to advertise. Make 10 copies and send them to board game youtubers was an idea. I feel I’ll need to throw money at them for a paid sponsorship with a time-released upload.


Batman™: Arkham Asylum
Experience what it’s like to be Batman and face off against Gotham’s greatest villians. Explore every inch of Arkham Asylum and roam freely on the infamous island.
Batman™: Arkham Knight
Batman™: Arkham Knight brings the award-winning Arkham trilogy from Rocksteady Studios to its epic conclusion.
Batman™: Arkham City
Batman: Arkham City builds upon the intense, atmospheric foundation of Batman: Arkham Asylum, sending players flying through the expansive Arkham City.
Warhammer 40000: Gladius – Relics of War – Gratis en Epic Store
Call of the Sea: Gratis en Epic Store
Rise of Industry: Gratis en Epic Store


Christmas was great. I won the traditional game of Risk, beating one brother-in-law and one nephew. Top of the world! (Insert Rocky doing his thing on the steps of the Philadelphia Museum of Art.)
My world was, however, shattered when playing chess with Per, another brother-in-law. I can’t remember how many games we played, but it was a lot. Jane asked Per who won, and was given the reply, “Not Chris.”
But I’m gearing up now! Game on! And all that.
My mum taught me to play chess. She has a Battle of Culloden chess set. When we played I was in that battle. I just lost myself in the figures. If I won it was because the army won, not how I moved the pieces. We went to Greece for a holiday, bought a chess set, and I was playing as Greek gods.
You see the problem?
I didn’t play the game, I played the story.
So when The Queen’s Gambit aired on Netflix I did three things. I bought the book and inhaled it. Such a good book! (Goodreads link) Then I binged the series. Also really, really good. Then I joined Chess.com. I think there was a boom in membership on Chess.com after the Netflix series. I played a few games and thought nothing more of it.
Fast forward to Christmas, getting pulverised by Per, and I’m motivated now. Challenge accepted!
I’m back on Chess.com. I’ve been playing a lot since Christmas – at least 10 games a day (mostly bots), and often until 3 a.m.
I know two things… I’ve lost a lot, but I’m learning.
So… Per… Watch your six! Or your king! I’m coming for you! 🙂


The best games to stream on Twitch may not always be the most popular. If you want to grow your audience on Twitch you want to stream games that have more viewers, but also that have fewer streamers streaming them. This increases the viewer to streamer ratio and increases your chances of being found.
The best games to stream on Twitch will be games that have more viewers, fewer streamers, and a handful of popular streamers. But the best games for you to stream will also depend on the type of streamer you are. Therefore, to help you decide what games to stream to get the best results, you should first consider the type of streamer you are.
The Three Categories of Streamers on Twitch
As a variety streamer, you’re playing for growth. You’ll stream any game that brings in more viewers and helps you grow on the platform. Unlike a pro gamer, you may not have many mechanical skills or proficiencies in the game you’re playing, but you’re willing to make the stream more entertaining for the average viewer. And unlike the niche gamer, you may not be streaming a game because it’s interesting to you. Although there are many variety streamers, using this strategy can be more detrimental if you’re trying to rank in Twitch’s directory.
If you have some gaming prowess and have managed to ascend the ranks of your favorite games – to a level most players won’t reach – you have an advantage. This doesn’t mean you only have to play the game where you are highly ranked, but it increases your authority among viewers, giving you an edge if you play a game where your proficiencies will be on display. For example, if you have excellent aim, there are several games you can stream where that skill will be on display and where you can ascend through the ranks fairly easily.
As a niche streamer, you’re most likely streaming more obscure games and doing it for fun. Your goal may be to grow your audience, but your primary reason for streaming is to share your love of the game with others.
The Best Games To Stream On Twitch Based Stats
Before you decide whether to invest your time streaming a game, it’s crucial that you’re aware of the viewer-to-player ratio for the game. Some of the most popular games may have lower viewer-to-streamer ratios because there are more streamers, essentially saturating the market.
Therefore, to ensure your decision is an informed one, our ratios are based on the average amount of viewers throughout the day compared to the average amount of streamers for that day.
Watch Dogs: Legions
Taking place in a dystopian London, Watch Dogs: Legions is an enthralling action-adventure game. As the third installment of Watch Dogs, Watch Dogs: Legions has an average of 284 viewers per live streamer.
Among Us is experiencing a resurgence like no other after two years of obscurity. Now the average viewer to streamer ratio for the game is 57 to 1. Although that’s less than some of the niche games on this list, the game does offer a quick rise to the top if you’re good at streaming.
Fall Guys: The Ultimate Knockout
Commonly, popular games have lower player-to-viewer ratios. It isn’t any different with Fall Guys, as the game only has a 43 to 1 viewer to streamer ratio. However, because the game doesn’t have such an entrenched community of viewers, it’s still possible to ascend the game’s directory.
Animal Crossing: New Horizons
Animal Crossing: New Horizons was released in March 2020, and as newer games go, experienced some hype on streaming platforms.
Because there isn’t that much historical data on whether this game performs well over time, you can include it as a part of your streaming strategy just to stay on top of a trend.
The games viewer to streamer ratio? 41 to 1.
The second highest viewer-to-streamer ratio at 73 to 1 at any given time, Dota 2, can help you gain traction with a strong community. It’s almost equal parts niche and popular game, so it is the best of both worlds.
Something to keep in mind before you embark on any of these niche games because the numbers are too good to pass up is that niche games often have an entrenched community of viewers who have a favorite streamer. Trying to infiltrate that community can be more work than you’re willing to put in, but if you love the game, the results will be welcome.
Only 8,178 viewers are watching Spelunky 2 streams at any given time, but because there are only 58 channels streaming Spelunky 2, the ratio of viewers to streamers is 141 to 1.
Still in the demo phase, Party Animals is quickly gaining traction on Twitch. The game’s official release date is only an ambiguous “later this year” has nearly 9000 viewers across 114 channels at any given time.
This game has the potential to become the next popular game, so it may be worthwhile jumping on the bandwagon before the official release.
ASMR isn’t a game, but it does have some impeccable stats. Also, because ASMR isn’t genre-specific, you can quickly grow your channel, particularly if you’ve perfected the craft.
The viewer to channel ratio? 68 to 1.
On the lower end of the niche spectrum, StarCraft II only has 6,392 viewers with an average of 98 streamers. This gives it a ratio of 65 viewers to 1 streamer. But there is less competition, increasing your likelihood of getting noticed by these viewers.
Why Isn’t Minecraft, Fortnite, or Grand Theft Auto on this List?
It’s possible to gain viewers and recognition streaming some of the most popular games of all time. But, if you take a look at the numbers, these games are highly saturated. There are so many streamers that stream these games that even if you were to improve your Twitch strategy, you still won’t achieve much growth.
Additionally, these games have more than their fair share of popular streamers, giving viewers even greater choice when deciding who to watch.
You can try to play these games, but if you want meaningful growth over an extended period, you should consider streaming other games.