27/03/2012 - HII is in the works.The Japanese version was delayed but by now it's out there, thanks to Josh Weatherford and his colleagues at Playism.jp! After a break from programming I started working on the sequel - HII.
28/12/2011 - HI0 v1.12.Fixed some more bugs (it should have better performance on legacy PC's now). Also finished the Japanese version for Playism. If all is good then it should be available from their site this very week, since they're planning a relaunch before 2012.
23/12/2011 - Make that HI0 v1.11.I noticed a bug crawling into the previous build. Fixed that and added more menu-related graphics. I also changed what's available in the demo. It all makes more sense now... Also worth mentioning:Softpedia featured the game and in the process awarded HI0 with a "100% clean" Softpedia award.
21/12/2011 - HI0 v1.1 unlocked!Thanks to some fruitful conversations (you know who you are!), I again redid the menu from scratch, this time having restructured the remakes as "unlockables". Also, now it's actually displaying which achievements you've unlocked.
People who already ordered will get the update in their email. The demo is also updated to fit the new model. In other news: HI0 will be getting localised (& translated) to Japan soon enough thanks to the good folks at playism.jp. I guess the Space Invaders found their way back home!
11/12/2011 - IndieCity in public beta!IndieCity.com recently opened for the public. You can find HI0 and the demo there now!
06/12/2011 - Trailer Madness!Santa Clause delivered this trailer video overnight! Thanks a lot, Cas Van Nieuwenhuyse!
25/11/2011 - The wait is over!!!I went with FastSpring to create an online Entity store (thx for the tip, mjclark). You can buy HI0 from there for only 3,5€ / $4.95. There's no trailer video yet (up next on the to-do list), but why wait for that if you can already try the demo? Enjoy the ride!
22/11/2011 - Let's break it down...While waiting for HI0 to pass IndieCity's approval process, I dived right back in again. Did a general graphics overhaul, replaced the highscore system (thanks BPzeBanshee @ shmups), added some more invaders (Soulgrinder), added a whole new 2 player hot-seat RETRO mode, increased the resolution (opening up the playfield a bit), added an extra difficulty level (Soulgrinder), removed online achievements (sorry), made some performance improvements. Updated screenshots below!
I hate to keep you waiting, but rest assured it's coming soon. I'm looking into different online distribution methods so it could be released sooner.
17/10/2011 - Replaced this site while uncovering some "hidden agenda".I took the opportunity to reform the HI0 site into the first "ENTITY MEDIALAB" release. What that means exactly will be explained at a later date. I guess most of you are already getting the clue anyway.
14/10/2011 - HI0 is finally finished! It took a lot of tweaking, but v1.0 is here. I'm uploading it to IndieCity.com so if you are one of "The Chosen Few", you'll be able to get it from there (demo and full version). If not, well you'll have to wait another week or two until IndieCity goes out of beta.
That's also when HI0 will be officially released. In the meanwhile, I'll be working on a trailer video so you'll know right away what the games
forget! You'll be able to download the latest Atomhead EP (40 mins of sonic mayhem) from within the full game as an added bonus!
22/09/2011 - Hyperspace Invaders Zero 98% complete! After 5 months of hard work, it's about time I disclose what HI0 is about. Hence this site. Below you'll find a pretty complete description of what to expect: an addictive, modern take on retro shooting games like it used to be before Call of Duty fucked everything up.
Check back soon because it will be made available at a very democratic price as soon as the awesome Indie Games distribution service IndieCity.com launches.
Hyperspace Invaders Zerois based on a collection of minimal game concepts I have been toying with for years. It got bad enough that I decided to learn programming in order to realise these ideas myself.
The main game - Soulgrinder - is a hectic
vertical scrolling shooter (or "shmup" if you will) that borrows bits of mechanics from a multitude of games, enough so it can act as a novel game on its own.
If you play well enough,
you get to unlock two other games which are heavily inspired by classic games such as "Space Invaders" (Retro Mode) - including a Retro 2P Mode - and "Paratrooper" (Space Trooper Mode). The main idea behind all 3 of these was simply to create an addictive virtual interactive
All gamemodes in HI0 are based on a simple control scheme: left and right arrows for movement, and up arrow or spacebar for shooting. The main mode doesn't even require you to push the fire button since it's automatic.Let's do an overview of the game modes:
is the most expansive game that actually has seperate levels and 2 end bosses (you'll
only get to the 2nd boss if you play well enough).
Again, just push left or right for movement, and do absolutely nothing to attract souls. Small souls will increase your multiplier. Gather enough of them and your firepower will also increase. Big souls (as always) trigger a temporarily upgraded firing system.
This mode also has so-called "adaptive difficulty". In HI0's case, it means that if you get a higher score, the next game will spawn more enemies, keeping the challenge high at all times, but
also allowing you to score more points. For every 1000000 points you score, the game will
I put in a TRAINING MODE
as well for a reason (besides the obvious). Every time you survive a predetermined number of waves
in TRAINING MODE, your ship gets a permanent firing
upgrade. This way you
will be able to cope with an increasing amount of invaders. The more Training levels you complete,
the more points you will get for defeating a boss in Normal mode.
is an "infinite runner" game (which means the game gets harder over time but if you play well enough, you'll be able to survive longer and score more points). It plays very much like the original 1978 Space Invaders game, but has an added combo mechanic.
Shooting an alien gets you points and a multiplier. Miss a shot and your multiplier will be diminished by 1/5th. Shoot a UFO and catch that big blue soul for a temporary firing upgrade. The upgrade's effect lasts longer and becomes more efficient as you get further into the game. The more multipliers you have, the faster UFO's will appear.
Newly added: a 2 player hot-seat co-op mode!
You can unlock these by scoring high in Soulgrinder.
Space Trooper is basically a remake of the 1984 game "Paratrooper" with some twists. Left and right buttons adjust your shooting angle, fire button fires (surprise!). Much like in Retro mode, missing a shot will diminish your multiplier count by 1, so accuracy is rewarded. Don't let more than 3 aliens land on either side of your hyperspaceship...
This game is unlocked when you reach a certain highscore in 1P RETRO MODE.
WHERE TO GET HI0
Buy HI0 at one of the following online outlets: FastSpring/ IndieCity / IndieVania / Playism.jp (Japanese version)
Don't take my word for HI0's awesomeness, try the demo first (that'll also reveal to you whether your PC can handle the madness or not).
What you WON'T see in the demo: lots and lots of levels (infinite in some cases),
bossfights, weapon upgrades, adaptive difficulty, 2 player RETRO mode, ...
Hyperspace Invaders Zero is my first official game project. I've worked on it like a madman
with no funding for 6 consecutive months. If you like what you see and you'd like to see me do
more games (or applications) in the future, please consider buying it. It means a lot to me.
Even if you're not interested in games, you might find the 40
mins long Atomhead ep "Aftermath" (which you
can download for free when you buy the game) alone worth the price.


Are you feeling nostalgic today? Well, look at you. Fucking geriatric.
Well, O.K., that’s uncalled for. You may not be old at all. But this game is harkening back to the days of old, where games allowed for your imagination to create the game world around you. Think table top RPGs or games like Colossal Cave Adventure (great game, btw).
Giggles: The Quest for Shits is a text based RPG, or text based adventure. But, lest we be misunderstood, it isn’t an interactive fiction. It’s an actual game.
On Google Play, it’s title is simply Giggles: The Quest, because profanity is a no no in the store listing. And that’s okay. That makes sense. Oh, if you are under 18, don’t read the curse words on this page…
We are still developing the game. However, there is a beta test available that has a couple quests in it. Mostly an introduction to the game, but quite fun to play still. And insultingly funny. That’s right, the game itself insults Giggles often.
We’d love to get feedback from players on the format of the game. The controls, how things operate, or whatever you may think about the game. This way, the production version can appeal to you, the player.
The app icon for the beta isn’t what we will use for the production version. Just so everyone is aware, we know it is a shitty icon.


|| It is something of a tradition in abstract game design circles for each and every aspiring designer to attempt to redesign existing games. There are many reasons that people want to do this. Balancing first player advantage (FPA) is likely the most common reason. But people might also take on the task in an effort to make the game more exciting, understandable, or to make it require less memorization.
There is, however, a legitimate fear, in smaller games with smaller communities, that such activities might splinter the player base and hinder the growth of the game. I think that fear is unjustified. Small games are much more likely to die through a lack of addressing the flaws that drive people away. Moreover, variant rules need not replace the default rules. They can simply be a spice which is sprinkled on occasionally to give a fresh taste to a game. And if one should catch on, organizations like the U.S. Tak Association (USTA) can help drive adoption and standardization when appropriate.
Obviously, we have an abundance of board games to play these days. But if you, like me, find something beautiful in the game of Tak, you may wish to experience new rules and positions. Variant rules are a great way of doing this.
So, without further ado, here is a curated list of some variant rules that I've gathered over the last several months. I encourage you to try them out and have some fun with them!
This isn't really a variant rule, so much as it is the antithesis of the default starting turn. I list this first because I feel strongly about it. Furthermore, it helps to think of "swap" as an optional rule. Doing so makes it much cleaner when you start to mix and match the variant rules together.
Specifically, just ignore the rule "On each player's first turn, they must place one of their opponent's flat stones on any empty space on the board. Play then proceeds normally with players controlling their own pieces."
Interestingly, in an AMA early in Tak's history, James Ernest stated that the opening move rule was actually a best approximation for a random start without the use of a randomizer! If we take the spirit of this rule to be that it should cause new and interesting opening states, I think it's safe to say it's a rare failure in the rules for Tak. All we have to do is look at the playtak.com database to see that most games open with flats in the corners.
Importantly, first player advantage (FPA) was never listed as a reason for this rule. As such, I personally think it is time that we outgrow this rule.
The second, most obvious variant rule to discuss is a scoring variant with the stated intention of addressing Tak's FPA. Many of you probably have heard of Komi before, but I'll include the details for the uninitiated.
Komi is a term that comes to us from Go. It is a score bonus provided to one side or the other, most usually the second player. In the case of Tak, we add the score to the count of flats. Despite the fact that it only counts when games go to the secondary win condition, this variant does affect the play of the game. Essentially, the second player is free to play more standing stones (aka walls) throughout the course of the game.
This variant rule has already been widely adopted in many of USTA's tournaments and is well on its way to being a standard rule. The exact score that should be added is still debated, but a +2 or even a +3 is not uncommon.
The next rule takes its name from the classic game theory solution to getting two children to share a pie. Have one child cut the pie and the other choose which slice they get. In Tak, this is done by having one player set up a board position with an equal (usually pre-set) number of pieces from both colors. Then the other player gets to decide whether they will play the pieces that get the first move, or the pieces that get the second move.
Obviously, this rule is intended to address FPA from the other side. However, it hasn't been well explored yet. While it has the benefit/drawback of offloading the balancing aspect onto the players, I suspect that you will need many pieces in the pie offering to make the game balanced and interesting.
A somewhat inaccessible variant rule is to have random, but balanced, openings. Recently, some players have taken it upon themselves to gather over 700 different 4-flat opening positions that the existing Tak bots evaluate fairly evenly for the two colors. There's even a small tournament using this rule that's starting right about the same time as I am writing this article!
The rule is a bit clumsy and requires a list of openings, but it is a simple and effective way to have balanced games that are going to be a bit different each time.
Fisherman's Opening / Danish Sandwich
This is a collection of several rules actually, but they are similar in nature.
The Fisherman's Opening is described like this: "First moves must be flats. On the first player's second move, they must capture the second player's first flat placement, if possible." This has the effect of putting a captive flat under the first player’s first flat while simultaneously nudging that flat in a direction dictated by the second player. Thus, in practice, it denies the center squares for the first player.
The related, and older, Danish Sandwich is perhaps even easier to understand. It's been formulated a few different ways, but I'll list it here as: "The first few flat placements will come with captives." This can apply to both colors, and may apply for several early moves. It's not easily played using the current online systems, and as such there hasn't been much testing to help nail down the variables.
Anecdotally, these rules in their simplest form seem to overcompensate for playing second. Having an early captive is quite bad in Tak. As a consequence, additional rules have been floated. For example, in the Fisherman's Opening, "If the second player forces the first to capture, the first player can force the second player to capture, etc." and "The second player's second move must be a flat," are two such additional rules.
One surprising benefit of these rules is that they introduce something worth fighting over very early in the game, and provide for a very different early game than the normal Tak rules do.
The last variant rule I'd like to cover is the Peasant’s Rule: "A player may not play their capstone until an opponent has played a wall or a capstone."
Despite how simple this rule seems, it may actually be the best variant rule on the list. The importance of early flat placement and stack fights give a unique flavor to the early game that was missing from the original Tak rules. And given that the capstones come down so much later, the existence of FPA is less obvious. For example, an early capture might give you threats faster than your opponent, forcing them to play the first wall. But in order to get there, you had to introduce a liability into your position in the form of a captive flat.
I highly recommend that you give this one a try, even if you don't try any others.
I've highly enjoyed exploring variants, and I hope that you will as well. And that you feel inspired to mix and match these variants as well. I particularly like the idea of a no-swap, peasant's rule game using a random opening or a pie setup.


- How do video games affect your health?
- Do video games ruin your brain?
- How many hours of sleep do gamers get?
- Do video games negatively affect those who play them?
- What are disadvantages of video games?
- What are bad things about video games?
- What are the positive effects of video games?
- How do video games affect the brain negatively?
- Do video games affect memory?
- Does gaming cause depression?
- Do gamers have a higher IQ?
- Do pro gamers have high IQ?
- Why is gaming bad for your brain?
- Are video games rotting kids brains?
- Does gaming make you dumber?
- Are gamers smarter?
- How do video games affect you mentally?
- Are video games bad for children’s development?
How do video games affect your health?
Further research shows that gaming disorders can also be linked with anxiety, depression, obesity, sleeping disorders, and stress.
People who remain physically inactive for long periods because of gaming may also be at higher risk of obesity, sleep disorders, and other health-related issues, according to WHO ..
Do video games ruin your brain?
Studies investigating how playing video games can affect the brain have shown that they can cause changes in many brain regions. … Research to date suggests that playing video games can change the brain regions responsible for attention and visuospatial skills and make them more efficient.
How many hours of sleep do gamers get?
They often sleep only four hours a night and practice between 12 and 14 hours per day.
Do video games negatively affect those who play them?
Video Games Can Affect the Brain Negatively A study that looked at the effect of gaming on mental health found that problematic gaming habits correlated with maladaptive coping strategies, negative emotions, low self-esteem, a preference for solitude, and poor school performance.
What are disadvantages of video games?
Disadvantages of video games you should be aware ofBehavioral and mental changes. … Lack of other hobbies and poor academic performance. … Lethargic nature, which will also lead to weight gain. … Gaming addiction can slow down the brain growth. … Gaming addiction negatively affects eyesight and also results in Insomnia.
What are bad things about video games?
A comprehensive study from the Journal of Health Psychology shows that gaming disorders are linked to greater levels of loneliness, anxiety, depression, sleeping problems, social problems and many other psychological-social problems. If you suffer from any of these problems, you are not helpless.
What are the positive effects of video games?
Simple games that are easy to access and can be played quickly, such as “Angry Birds,” can improve players’ moods, promote relaxation and ward off anxiety, the study said. “If playing video games simply makes people happier, this seems to be a fundamental emotional benefit to consider,” said Granic.
How do video games affect the brain negatively?
The scientists demonstrate that playing 3D-platform games for 90 hours increase grey matter in the hippocampal memory system for both types of players. “Remember that the same amount of screen time with first-person shooter video games leads to atrophy within the hippocampus.
Do video games affect memory?
According to neurobiologists from the University of California, Irvine, playing three-dimensional video games can boost the formation of memories and improve hand-eye coordination and reaction times. … Memory performance increased by about 12 percent, the same amount it normally decreases between the ages of 45 and 70.
Does gaming cause depression?
Playing too many video games can make depression worse. Those who are addicted to gaming are twice as likely to be depressed as those who do not game. Excessive gaming can lead to dopamine exhaustion, emotional suppression, and lack of motivation, among other issues.
Do gamers have a higher IQ?
A study conducted at the University of York found a correlation between young people’s skill at two popular video games (Dota 2 and League of Legends) and high intelligence levels. … The first group found that MOBA players tended to have higher IQs – a correlation seen in more traditional strategy games such as chess.
Do pro gamers have high IQ?
And this study mimics the findings from other studies that found higher IQ was linked with greater skill in young players but not in adult tournament players and not at all in grandmasters. Even recent studies on experts in the Chinese game Go have found that their typical IQ is if anything, below average.
Why is gaming bad for your brain?
Playing first-person shooter video games could put certain users at greater risk of developing neuropsychiatric illnesses such as depression and Alzheimer’s disease, Montreal researchers concluded after a new study.
Are video games rotting kids brains?
Believe it or not, this is actually true. Studies from the University of Montreal discovered that playing “shooter” games can harm the hippocampus area of the brain, killing brain cells. Damage to this part of the brain can also have effects such as increasing the chances of schizophrenia, Alzheimer’s and depression.
Does gaming make you dumber?
None of it is. Video Games can’t physically make you dumber, it just increases other behaviors that make you seem dumber. Video games are actually good for kids our age. … Overall, videogames are a part of modern society, and people who think it makes people stupid should just stop judging and just enjoy the video games.
Are gamers smarter?
Gamers are SMARTER and perform better at school: Study finds a link between playing games and higher intelligence in children. Playing video games has a positive effect on young children, improving their performance at school and their intelligence levels, according to a new study.
How do video games affect you mentally?
The degree of addictive video game use has been found to be related to personality traits such as low self-esteem (Ko et al., 2005) and low self-efficacy (Jeong and Kim, 2011), anxiety, and aggression (Mehroof and Griffiths, 2010), and even to clinical symptoms of depression and anxiety disorders (Wang et al., 2018).
Are video games bad for children’s development?
The researchers found that video games and apps that were interactive and educational had a positive effect on children’s brain development. However, violent and exclusively entertaining media had a negative effect on child brain development.


Recently, a video about zorb ball is spreading on YouTube. Everyone is shocked and attracted by the crazy new way to play zorb ball in the video to. In traditional zorb ball game, one or two participants are fixed inside the ball, these participants in the zorb ball roll down from the heights of the slope with ball rolling down. This new way is a little similar to domino, not only players sitting in a ball rolls with the rolling zorb ball, but also more participants make themselves become a domino running in the front of the rolling ball, and then they would be overwhelmed by the ball on the ground. This is absolutely exciting and amazing. Players are not fixed in the ball any more, instead of that, players are put into the ball with a small amount of water in it, this water can reduce internal friction while the ball is in the rolling time so that it can avoid some scratches. At the same time, more and more people are permitted to sit inside the ball together. Of course, people who run in front of the rolling ball would have some minor scratches, so we have repeatedly stressed that participants in this game must have a strong body.


Chris here tonight, and as always I can be reached before/during the game at email@example.com
Texters starting to arrire at the big blue tent finally :)
Stephen predicting a Devils 4-2 victory tonight :)
Jess says Devils to win 4-0 :D
Someone with no name is also suggesting a 4-2 Devils victory :)
No score prediction, but Kevin and Sue Batch wishing the team well :)
It's very very quiet from the rink tonight which is slightly concerning...
Piggot lacing them up for the EIHL team tonight...
Another poor crowd according to texts so far, that's not so good for us :(
Dean Smith refs tonight (Hooray!)
Problems with the ice infront of the away team bench already...
Intro tie in the Bay, Blaze team roll out...
Intro time, not tie, we definitely don't have tie's specifically for the intro...
Devils on the ice \o/
Piggot confired as icing for us tonight, wearing #50 :)
Anthem time :)
Smith drops the puck and we're off!
End to end start to the period...
Park gets a warm welcome to Cardiff, he's on the receiving end of a massive hit from Matzka :D
Blaze have a penalty coming and Jurynec is trying to wind Voth up already
Blaze penalty timed at 2:51, Wood 2mins for slashing
Are the Blaze fans going to be up in arms about Wood slashing one of our players? :P
Giants fans even, the Blaze fans just tell us how rubbish the rink is :P
Blaze penalty timed at 3:59, Guthrie 2mins for tripping, 5on3 time!
Blaze kill Wood's penalty :(
Devils powerplay pretty awful again by all accounts
And Blaze are back to full strength :(
Devils didn't get into the Blaze done despite a 2 and 1 man advantage...
Devils first goal timed at 7:15, Hill from Matzka and Voth :D
Powerplay might suck, but at least we can score evenhanded :)
End to end game, Voth has almost killed Phillips twice now...
Blaze penalty timed at 9:14, Weaver 2mins for tripping
Davies playing very very well once again, just had a very good chance saved :(
Devils penalty timed at 10:15, Adams 2mins for hooking
Blaze came back to full strength, then we scored a shorthanded goal :)
Devils 2nd goal timed at 10:44, Birbraer from Macrae and Richardson - shorthanded :)
Sorry yeah, not shorthanded, that's just me wishing :) Was 4on4 as Weaver was still sitting his penalty :(
Adams v Jurynec
Penalties timed at 13:12, Adams and Jurynec both get 5mins for fighting
Lots of punches thrown by both players, but our texters saying Adams edged it :)
Devils 3rd goal timed at 14:03, Richardson from Birbraer and Macrae :)
Devils 4th goal timed at 14:27, Hill from Voth and K Smith :D
Fans chanting "Can we play you every week" :)
Hirsch finally make a puck stopping save... apparently a genie granted him 3 wishes...
Hirsch makes a pad save, it's a miracle!
End of the first, Devils 4-0 Blaze :D
Match Night Live! leading the way again it would seem, looking at you on the other forum :P
Long way to go in the game yet, but texters and fans at the game rather happy with that opening period :)
Confirmed that Dobben is tonight playing on defence!
In other scores, Steelers and Braehead seem to be fighting to take the most penalties up in Braehead, but the score is tied at 0-0, although the Steelers will start the 2nd 5on3...
Flyers are leading the Giants 1-0 up in Fife after the first period, if they can somehow grind a win out of this game maybe they've managed to turn things around finally, although they could still do with a couple more imports i'd say... The opening goal came only 2mins into the game in the frozen north...
Edinburgh are beating the Stingrays 3-1 in Murrayfield with their game now in the 3rd period, the last time the Stingrays lost to the Capitals Cloutier had a meltdown and put the whole team on 2 weeks notice, what's he going to do after tonights (probable) defeat?! 5mins to go but all the goals came in the first period...
Dobben playing pretty well in defense, but Batch is the standout player for all texters so far!
Steelers take the lead 33seconds into the second period up in Braehead (boooooooooo) But down in Cardiff, both teams are back on the ice :D
Smith drops the puck and we're off for the 2nd period, Hirsch forced to make a save seconds later...
Shows on goal for the first according to the gamesheet, 12 on Hirsch, 8 on Lyle
Shots even, once again I can confirm we have no shows on the goal...
Hirsch has decided he is infact a netminder and makes a save...
Devils have decided to give Hirsch a breather and are shooting wide...
Sounds like a quiet start to the period again
Devils penalty timed at 23:58, Burrows 2mins for interference
Davies playing amazing on the penalty kill, Devils creating chances on PK and penalty now killed
Devils getting called for icing, but not given any time details
Someone in block 4 chanting "where's your laptop Thommo?"
Devils icing again...
After Adams gave him several slaps, Jurynec has decided he shouldn't try and windup anymore players :D
Devils fans chanting "Mail order center" at Park :D
34mins played, Devils still leading 4-0 :)
So the Capitals have beaten the Stingrays again, I wonder who's being lined up against the wall after this defeat? :S
Devils very very close after breezing through the nonexistent Blaze defense
Hirsch accidentally makes another save, whilst Dobben plays LD, Adams plays RD...
Devils called for icing once again, this time at 39:00...
Devils are just coasting along, but the Blaze look slightly lost...
End of the second period and it's still Devils 4-0 Blaze :)
Apologies for the delay, someone in my house keeps deciding to download whilst everyone else is using the internet, it's not so helpful :(
Dobben getting good reviews from all texters for his play on D tonight, but again it's Batch who they're all saying is playing absolutely brilliantly tonight
So in other games... Edinburgh 3-1 Hull (final), Braehead 0-4 Sheffield (End of 2nd), Fife 1-2 Belfast (In the 2nd)
Both teams back out for the 3rd, and we're now underway...
Blaze called for icing at 41:30, about time they got called for it :P
Does anyone know if Dobben has played defense before? Everyone is saying how well he's played tonight, i'm wondering if the shuffling of the lines again and Dobben on defense has unexpectedly paid off?
Blaze called for icing again...
Blaze score :(
The horror! THE HORROR!
Blaze first goal timed at 44:40, Farmer from Guthrie
Looks like we have idiots in the crowd, Blaze players complaining about sweets being thrown ontothe ice but a penalty coming anyway...
Blaze penalty timed at 46:09, Jurynec 2mins for crosschecking
Fans unhappy at call after the ban handed out to Frank
It's predicted that the Giants fans won't be up in arms if footage emerges :P
Another Blaze penalty, Owen 2mins for tripping at 48:13
Jurynec back on the ice, although texters tell me he's lousy...
Hirsch makes a save and the handbags are out...
Blaze penalties imminent...
Birbraer and Farmer throw a couple of punches and both get 5minutes for fighting timed at 49:47
Penalty was called on Blaze, Farmer acts like a child and cheapshots Macrae so Birbraer steamed in...
Birbraer absolutely hammers Farmer, he didn't stand a chance :D
Penalties revised. Farmer gets 2mins for interference plus 5mins fighting, Birbraer gets 2+10 for instigating plus 5minutes for fighting
The penalties are a complete mess, 4 texters and different details :/
Apparently Phillips had a penalty at the same time, 2mins for delay of game...
Whatever the penalties were, Devils ended up with a 5on3, but the powerplay was woeful...
Texters say we need that first period intensity back...
Penalties confirmed as Phillips 2mins, Farmer 2+5 and Birbraer 2+10+5
Blaze goal washed out at 54:27
Taken roughly 55mins, but the Blaze have woken up...
Jurynec making cheapshots all over the shop because he's too lousy to play properly...
Attendance of 1452 for tonight, not bad but still below break even point :(
Blaze have given up trying to get penalties and goals... Quitters!
Devils fans chanting "Can we play you every week?!" again :)
Devils penalty timed at 57:25, Voth 2mins for crosschecking
Blaze appear to be passing the puck around aimlessly, Park ran away from Voth when the bigman laughed at him though, 58:24 played
Forgot to add that Blaze goal earlier :( Sorry for confusion
It's all over, Devils win 4-1 :)
A good win there, despite the massive penalty to Birbraer he still gets 1+1 so we'll let the penalty slide, especially as he gave Farmer a beating :)
Blaze man of the match goes to Guthrie...
Devils man of the match goes to... Hill :)
Octobers player of the month went to Lyle also, but that's all from me!
Thanks to Wildthing, Ger-Devils, Sharlene, Spearsy and Diafol for the awesome coverage tonight :)
Hopefully everyone enjoyed, and we'll be running for tomorrows return game back in Coventry :)


Standoff 2 APK Mode: Everything You Need to Know About the Game
Spread from different maps corresponding to many different game modes. One is to become a professional commando, surround the enemy, and complete the mission. Or join the terrorists against special forces, show off your marksmanship skills. All elements are up to you to choose and decide for them. Be decisive in matches to bring victory to the team. Use your trained ability to the fullest extent.
standoff 2 apk mode
Although the weapons are not completely free, and many new game modes are quite difficult for beginners. But not because of that, the attractiveness of Standoff 2 decreases. Not only that, but it also increased dramatically. The proof is a large number of players at each time of the day. New game modes and weapons are constantly being updated. There is no reason for you to skip it if you love first-person shooters. Pick up your smartphone, download Standoff 2 mod to enjoy the unique battlefield atmosphere.
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Standoff 2 is a dynamic first-person shooter that honors its prequel's legacy. Join 200 million other players from across the world - grab your favorite gun and join the standoff!REALISTIC GRAPHICS AND ANIMATIONTake part in a real-time team standoff on your smartphone. 120fps support ensures a seamless gameplay experience. STUNNING, DETAILED MAPSStandoff 2 takes you around the world, from a picturesque provincial town to a top-secret laboratory in the mountains.ENTIRELY SKILL-BASED GAMEPLAYIn Standoff 2, it's your skills and prowess that matter. Intuitive and finely calibrated controls make it easy to play.MORE THAN 20 WEAPON MODELSAll weapon models are available right from the start. Choose the model you like the best and get to fighting!COMPETITIVE MODE AND RANKSPlay as a team with your friends and participate in matches where your ranking's at stake! To win, you'll need great teamwork and technical mastery. Get your first ranking after calibration and win battles to increase it.CLANS AND CLAN BATTLESCreate your own clan and enlist your friends to win fame and glory together in savage Clan Battles.SKINS AND STICKERS FOR WEAPONSPick out a skin for your favorite gun and create a bold design by adding your choice of stickers and charms.Don't miss out! Download Standoff 2 and join the community right away!Follow us on social media!Facebook: : _officialDiscord: : @standoff2_enTech support:
Standoff 2 is an action game which is a dynamic first person shooter game. It ranks in the top 10 games in the action category because this game has millions of players around the world. Which is why standoff 2 has the best ratings and reviews all over the internet. This action shooting game is so much fun for its users because it has many awesome features which help to kill your boredom.
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You can also join the events and tournaments in this game to get multiple amazing rewards like new weapons or skins. These things also help to complete your missions so you can easily high your rank in it. Participate and win these events and tournaments to become the best shooter in standoff 2 games. Get new things and use them to upgrade your players by changing outfits and skins for weapons.
Shooting games always seem difficult to play but standoff 2 games come with simple and easy controls. You can easily play this game without having controls issues. Press the given buttons and get a smooth gaming experience. Swipe your fingers on screen to make a move and tap on screen to fire. You just need good skills then you can easily become a good player of this game.
Standoff 2 is a good time pass game because you have multiple gaming modes plus you can also play this game with real players around the world. You can also play the events to get special rewards. If you like first person shooting games, then standoff 2 is a complete package for you.
No! This game is ads free so you will never disturb by ads while playing. Q. Is It safe to download the mod version of standoff 2 game?Yes 100! It is completely safe to download because all bugs have been fixed and it will not harm your device. You can easily download without any problem. 4.17 / 5 ( 192 votes )Recommended for YouBlocky Cars Pro Apk
The participant is primarily introduced to your just team and became equipped state to start defeating combatants. Use all the guns to combat using your comrades to conquer all combatants from the modern battleground. Generally, the standoff 2 menu is certainly mod-like old-fashioned FPS video games.
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Get ready to go to war in this action-packed first-person shooter made to get the most out of your Android device. Terrorists and Special Forces face off in thrilling urban firefights that test your reflexes, tactics, and accuracy. Enjoy incredible game modes across various exciting maps as you trade shots in a bullet-laden dance to the death.
BlueStacks 5, the latest software version, is faster and lighter than ever, making it the perfect solution for productivity-focused users. Its sleek and modern interface is designed to provide a seamless mobile experience on a larger screen. In addition, the Advanced Keymapping and Instance Manager features are more intuitive and user-friendly than ever, enabling you to work more efficiently and conveniently.
Standoff 2 is a popular action and shooter game for android with tons of unique and useful features. You get to play it in the first-person shooter gameplay mode for an intense action experience. You will get tons of maps, weapons, and game modes to play in. All those places will be full of your foes from which you have to battle.
Standoff 2 is a high-quality online shooter based on the gameplay of the most popular games for computer platforms. This project focuses on the interaction of all team members. Each individual game requires the player to make bold tactical decisions and skills related to enemy killing. The game has tried to bring the gameplay of the legendary Counter Strike to mobile devices. Here the player is waiting for high-quality graphics and an atmosphere of some realism. In comparison with the first part, the sequel takes into account all the mistakes and shortcomings. The experience gained made it possible to make the second part even cooler. This is still the same team shooter. However, there are many new cool features in it. Updated maps, arsenal of weapons, modes make the game extremely interesting. For fans of cool shooters, we also recommend Critical Ops and N.O.V.A. Legacy.


Perth Scorchers vs Sydney Sixers 12th Match BBL T20 2019-20 today match prediction. Big Bash League. We provide 100 % sure today cricket match prediction tips by raja babu. Who will win today match PRS vs SDS. BBL toss prediction. Live score with ball by ball update. Cricket toss prediction free.
Full Details of Today Match Prediction
The cricket fans are ready to witness yet another big battle of BBL T20 cricket. The 12th Match match of Big Bash League 2019-20 is scheduled to play between Perth Scorchers and Sydney Sixers on Thursday, 26th December 2019 at Perth Stadium, Perth. We are posting safe, accurate, and secure today match prediction for all matches of BBL free.
Perth Scorchers Previews
The performance of Perth Scorchers had not been impressive in this season of Big Bash League. They had played a total of three matches with two losses and one lost. They are laying in the second position from the bottom of the points table. They were beaten by Adelaide Strikers in their previous match that was affected by the rain and was reduced to 18 overs by the margin of 15 runs. They won the toss and decided to field first. Their bowling unit almost failed to give their performance as they were charged for 198 runs in their inning of 18 overs. Jhye Richardson was the only successful bowler from their side who picked two wickets in his four overs bowled out while he was charged for 29 runs. Fawad Ahmed picked one wicket in his four overs bowled out while he was charged for 38 runs.
The batting order of Perth Scorchers performed well but failed to chase the target of 199 runs. They could manage to score 183 runs in their inning of 18 overs. Liam Livingstone was the most successful and highest run-scorer from their side who scored 69 runs on just 26 deliveries with the help of five boundaries and seven huge sixes. Josh Inglis also played a good inning with the bat. He completed his fifty runs on 27 balls. He smashed five boundaries and two huge sixes during his inning. Cameron Bancroft scored 19 runs while the skipper, Mitchell Marsh could manage to score just 14 runs.
Sydney Sixers Previews
Sydney Sixers had failed to give their best performance in this season of Big Bash League. They had played a total of three matches with one win and two losses. They are situated in the sixth position on the points table. They lost their previous match against Brisbane Heat by a massive margin of 48 runs. They won the toss and decided to field first. This decision did not work for them properly. Their bowling unit failed to give their best performance in that match and was charged for 209 runs in their inning of 20 overs. Ben Manenti picked two wickets in his four overs bowled out against 38 runs. Sean Abbott also picked two wickets but he was charged for 42 runs in his four overs bowled out.
The batting order of Sydney Sixers performed well in the previous match but they failed to chase the target of 210 runs on the board. They could manage to score 161 runs in their inning of 20 overs. James Vince was the most successful and highest run-scorer from their side who scored 39 runs on 27 deliveries with the help of three boundaries and one six. Sean Abbott smashed the inning of 22 runs on just 11 balls. He smashed two boundaries and one six and remained not out till the end of their inning. The skipper, Moises Henriques scored 20 runs while Josh Philippe and Hayden Kerr scored 15 runs each in that match.
Favorite Team in Today Match Prediction
According to our cricket match prediction, Sydney Sixers is the favorite team to win this match. There are many factors that make Perth Scorchers a favorite team to win this match.
- Both teams have a strong batting order in the side at least on papers
- Sydney Sixers has strong bowling on the side which is in excellent form
- Sydney Sixers has some best all-rounders of the shorter format of the cricket in their squad
- Perth Scorchers also have a strong bowling unit in the side
- Perth Scorchers also has some advantages of home ground and crowd
Winning Chances of Today Match for the Both Teams
Perth Scorchers is a well-balanced side and also has a strong bowling unit and batting order in the side, so the winning chances of today match for Perth Scorchers have been increased. The equation of winning chances of both teams for today’s match is mentioned as under.
Perth Scorchers have a 53% chance to win this match
Sydney Sixers has 47% chances to win this match
Toss Prediction in Today Match Prediction
The toss will play an important role in the decision of all matches of BBL. According to out toss prediction, the team who will win the toss may choose to field first.
Pitch Report and Conditions
The 12th match of Big Bash League season 201-20 is scheduled to be held at Perth Stadium, Perth. The pitch here at this venue is good for batting. It has some bounce and the batsmen will enjoy their shots.
Weather Report for Today Match
The weather forecast in Perth is predicting some chances of rain on the matchday but hopefully, it should clear up by the time the match gets started.
Who Will Win Perth Scorchers vs Sydney Sixers 12th Match BBL T20 2019-20
Who Will Win Perth Scorchers vs Sydney Sixers 12th Match BBL T20 2019-20 Toss-SDS
Who Will Win Perth Scorchers vs Sydney Sixers 12th Match BBL T20 2019-20 Match-PRS
Dream 11 Predictions for Today’s Match
Dream11 Prediction for Perth Scorchers vs Sydney Sixers 12th Match. After checking the latest player’s availability, the Dream 11 Team for this match of Perth Scorchers vs Sydney Sixers are mentioned under.
PRS vs SDS DREAM11 LINEUP
Will be posted shortly
Full Match Info
Date: Thursday, 26th December 2019
Time: 08:10 AMGMT / 04:10 PM LOCAL
Venue Details, Facts, and History
Stadium: Perth Stadium
Location: Perth, Australia
Time Zone: UTC +08:00
Perth Scorchers Squad
Mitchell Marsh (c), Chris Jordan, Cameron Bancroft, Joel Paris, Ashton Turner, Ashton Agar, Fawad Ahmed, Liam Livingstone, Jhye Richardson, Josh Inglis (wk), Cameron Green, Sam Whiteman, Liam Guthrie.
Sydney Sixers Squad
Moises Henriques (c), James Vince, Sean Abbott, Daniel Hughes, Jordan Silk, Tom Curran, Ben Dwarshuis, Lloyd Pope, Josh Philippe (wk), Ben Manenti, Hayden Kerr, Steve OKeefe, Jackson Bird, Mickey Edwards.


So, here’s an interesting problem that I’ve been thinking about. Most (if not all) games make very heavy use of random values to determine outcomes and results.
The interesting thing about this though is the idea of luck, or more specifically runs of bad luck (aka incurring the wrath RNG God) where you consistently do not realize the outcome you wish. Ask your average RPG player – what’s more frustrating then attacking a low level spider and missing the next five attacks only to have the spider slay you? Impossible? Not at all. Improbable? Of course. Another infuriating example of this comes in with loot drops. Many bosses drop unique or rare types of loot that people want to collect, and expecting to collect these items can be an exercise in frustration. A 25% drop in no way means that you will have the item within four kills, rather you will need to kill the boss 14 times before you have a 98% chance of collecting said item.
So basically, pure random rolls stink. Over time, the bad runs average out with the good runs, so its not like these situations happen all the time. However it’s human nature to remember the bad runs, and sometimes enough improbable bad strings of luck is enough to make the player quit your game entirely. Sure, it might be _fair_… but who plays a game to die to a lowly spider just because of bad luck? People play games because they want GOOD luck.
So how do we fix this? Well this is what I’ve been thinking about for the past few days. Instead of a pure random number generator, I want a “nice” random number generator that somehow ensures you will get a desired outcome sooner rather than later. Essentially, we want to break up runs of “bad results” with good results in between. The best answer I’ve found so far is the concept of a “grab bag”, which is array of pick results that is shuffled.
I’ll go over this concept more in my
next post at some point in the future, and some of interesting properties it brings up. The results are more “balanced”, but does it ruin the concept of a game? Stick around!
(I’m going to try writing more entries to practice my writing abilities, and also to share my thoughts with everyone else on game programming and design. Please share criticism or suggestions with me!)


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|[Cairo 2010] – Classification : Cote d'Ivoire and Tunisia for the 5th place|
|Thursday, 05 August 2010 16:11|
As a prelude to the semi-finals of the Afrobasket U18 Women, unfortunate quarter-finalists competed in classification games. In the first game, the Ivorian met Senegal, in the other, Tunisia faced Angola.
Cote d’Ivoire and Tunisia emerged victorious from these matches. Tomorrow these two teams will confront for the 5th place classification, while Angola and Senegal will play for the 7th place of the tournament.
Cote d’Ivoire 53 : 51 Sénégal
Tunisie 58 : 42 Angola


(or, “when autism strikes”)
It seems that many of us when finding something to “fix” go straight for society at large, governments, economies, etc. This strikes me as entering a gym and immediately putting three plates on each side of your bench. Particularly with politics aka hard mode. I thought for a fun change I’d try my hand at fixing something that doesn’t arouse as much passion: soccer. To be clear, the main goal here is not to tackle the rather hilarious corporate governance issues at FIFA (like their burgeoning film enterprises), but rather the rules of the sport as such.
Assume FIFA grants you supreme power to remake the rules of the sport, and that all the respective associations will obey your word as law. Basically you are granted the ball of Fnargl. Let’s further assume your goal is to improve the overall aesthetic of the sport, its efficiency and aggregate enjoyment of players and spectators. What changes to the rules do you make?
Some conservatives may consider the very proposition sacrilegious, as if the rules of the game were handed down from the Mount by the Lord Himself. Which is of course nonsense, the rules having changed plenty of the years. It’s also ludicrous to suppose the rules we currently have, the result of path dependence, historical chance and politics, are the absolute perfection of rules and therefore any change is negative. Clearly absurd. The most recent rule changes include changes in the offside rule in 1990 to give advantage to the attacker, the backpass rule in 1992 and the recent implementation of goal-line technology at the last World Cup.
There is something though to a reticence with altering fundamental aspects of the game. Superficial changes are likely ok, but the more serious the change the more we ought to think about leaving it alone unless we have an excellent reason for doing otherwise. If not out of some Burkean sensibility for tradition (and epistemological humility) at least out of an understanding that the game is wildly successful (most popular sport on the planet). In tinkering with fundamentals we may destroy that which makes it so and end up causing more harm than good. Primum non nocere.
And keep in mind throughout the sport’s relative simplicity is part of its appeal. Any kids with something kickable and somewhere to try to get it to are in some way playing a version of soccer; a huge advantage relative to say ice hockey, basketball and others which require more specialized equipment and so on.
As such, here are some of what I consider higher marginal return changes; small changes with a big bang for the buck that should be obviously done.
END CONTINUOUS TIME: One of the interesting aspects of soccer is that the clock runs continuously, unlike say basketball where every play is stopped the clock is stopped. This is a fundamental part of what makes the last few minutes of a basketball game usually the most exciting part as the clock enters play. American Football plays under a hybrid rule where the clock is strategically stopped at times according to certain plays/specifications and time management becomes an important part of play.
Soccer also has time management as a part of play but unfortunately the continuous time clock creates perverse incentives. Virtually every soccer game in which one team is ahead on the scoreboard sees said team plagued by injuries during the final fifteen minutes of play in an almost comedic manner. Players fall down at the slightest contact (and sometimes without any, simulating cramps), are taken off the pitch and immediately spring back up as if by divine intervention. Many fans and casual spectators are rightly turned off by such behavior, but few see that outrage at a result is all for nought if we do not attempt to fix the real cause: the incentive structure.
Changing the clock from continuous time to in-play time similar to basketball immediately removes the incentive to waste time while the ball is stopped. One can of course strategically attempt to control the ball in play to waste time, but that is part of the game and valid. Falling down though would cause a whistle and a stop to the clock, thus granting no advantage whatsoever (other than arguably time for the team to catch its breath, but then again time for the other team to do the same, so little marginal benefit).
The implementation is quite easy: have a time-keeper or 4th referee manage the clock stopping at every foul / ball out of play and starting again at every resumption of play. We have a clear model to copy in basketball (and American Football). Of course, to keep play time roughly the same (on average roughly 55-65 mins for most major leagues) instead of a continuous 90 minute clock we’d have a 30 (or 32 or what have you) min “in play” clock. Games would last roughly as long, little would change in terms of the sport and one of the perverse incentives for off-putting behavior would be removed.
There is one valid objection to the rule change, which is that it opens up the possibility of someone on a breakaway being prevented from scoring due to time running out in the play. In current soccer the referee generally (but not always) waits for a position in which no immediate goal scoring opportunity is available to blow the whistle. This is valid objection, that the fixed end to the game might ruin last play goals, is easily addressed in several possible ways.
A- have the time running out simply grant the referee discretion to end the game at the nearest possible “no threat” moment as currently done
or if something more objective is preferable
B- have the game end at the next out of bounds after the time runs out (effectively ending the game if the winning team has possession as they kick it out of bounds, but giving the losing team a chance if they have possession of still trying to score until ball goes out of play)
There is another objection though to “real-time” dealing not so much with the game itself (where I believe it is unassailably superior to the current continuous time) but rather the danger of the inherent commercialization of the sport on TV leading to advertising breaks. This is certainly a possible danger, but note that that there is little need for both to be linked. The non-break play of soccer is a part of the sport, and allowing for 5 minute breaks at 15 minute intervals constitutes a far change to the sport than simply changing how the clock counts down the (roughly) same amount of play. European soccer is an enormous moneymaker already to all concerned so I see little to fear in terms of letting in advertising breaks, something that would clearly be resisted by most concerned.
ONLY CAPTAIN MAY DISPUTE WITH REFEREE: Once again, another low-hanging fruit. There are few spectacles more revolting than seeing a referee mobbed following a penalty call or red card by players screaming in his face sometimes even engaging physically pushing/pulling and surrounding him in an attempt to intimidate. The situation has gotten so out of hand leagues have started fining players and teams in sporadic manner for doing so excessively. The problem though is that enforcement is lax and arbitrary, a recipe for disaster
Rugby of course, with some of the toughest human beings alive as players (occasionally transcending gender), deals with the matter in a quite simple manner: only the captain may dispute a call with a referee. Period. Implementing the rule is trivially easy and when everyone knows what will happen everyone tends to obey and the game works better in general. (One could draw parallels to British Imperialism in India/Egypt…).
SIN BIN: This one has been gaining traction of late. The yellow/red card system is simply too inefficient. Noted legal scholar Epstein wrote an opinion piece in which one of his two major proposed reforms touched precisely on this. I could scarce do better than quoting him at length:
“The current penalty system has many internal defects. The first is that the differential impact of the free kick and the yellow card is just too great, relative to the seriousness of the two offenses. Remember that the yellow card counts as a 50% down payment against expulsion. The time-honored formula is two yellows equal one red card, which equals one automatic expulsion. The yellow card in one game often carries over to the next, so that playing a star with a yellow card in the next game risk expulsion. Why carry over infractions from one game to a second? And why treat an expulsion that occurs in the 10th minute equal to one that occurs in the 70th?
To remove these bizarre incentives, soccer should follow the ice hockey approach to penalties, after correcting for the difference in team size (six players for hockey vs. 11 for soccer) and game length (60 minutes for ice hockey vs. 90 minutes for soccer).
Here is how it works. In hockey a minor infraction sidelines the player for two minutes for an instant short-term advantage that doesn’t come with a yellow card. If there is a second infraction by a team, part of it is served concurrently with the previous penalty until the first player returns to the ice. If the other team commits a minor penalty when it is ahead, its player goes off the ice as well. In hockey there can be periods of play where the teams are six to five, six to four, five to five, five to four, even four to four. Obviously the first situation is the most common, and that advantage ends once a goal is scored. (…)
To make this system work for soccer takes only two small modifications. The first is that minor penalties should carry a three-minute penalty, not a two-minute penalty. Major penalties that carry a five-minute penalty in hockey could carry seven minutes and 30 seconds in soccer. Today’s red card expulsions could require a team to play 15 minutes short-handed until a new player is bought in. Since a soccer team is larger to begin with, all penalties should run concurrently until a team has three players in the penalty box.
Note that if several players are off the field, the game opens up, thereby increasing scoring changes. Players also have to learn to confront novel tactical situations and to shift positions on the field. Coaches have to plan for more permutations to cover the eventuality of nine vs. nine players. Imagine how to defend in an 11 vs. eight situation.”
MORE REFS: This is another one that has been toyed with, and in fact many junior level leagues without the use of assistant referees use a two-ref on pitch system. For serious collegiate level play and above (pro) though it seems quite an easy fix to simply increase the number of referees in play. By way of comparison, basketball, with a fraction-sized play field, has a crew chief and two referees for a total three officials. The NFL has 7 man crews plus “replay assistants” in the booth. Baseball from four to six. Rugby uses three (one ref two assistants) but also extensive use of replays (which we will deal with later).
Given all the complaints regarding the quality of refereeing in soccer, one quick fix would be to have two refs on the pitch in addition to the two linesmen. For professional play or tournaments we could go even farther and have four linesmen as well as two referees (one in each half, one given seniority for final call in case of disagreement), as well as replay booth. A referee is therefore statistically more likely to be close to play, cardio plays less of a factor, multiple fields of vision, and so on.
The “cost” issue may be relevant for lower leagues, in which case the system as is may be fine, but certainly professional leagues would benefit from this relatively easy fix.
CHANGE PENALTY RULE: We’ve all seen games altered by a stupid play on edge of the box with little goal threat in which a foul or accidental handball causes a penalty (roughly 85% certainty of goal) and changes a game. The idea of the penalty is sound: to prevent the use of fouls from stopping a goal scoring situation. The gross implementation though via a large penalty box and most any foul occurring within though is highly problematic.
The best way to fix this is to only grant penalties when ref determines situation was a “goal scoring threat” or “imminent threat thereof” or “purposeful foul”. Some may decry the room for discretion while missing that said discretion already occurs in many aspects of play (what card to hand out, ruling “gray area” fouls like pushing, pulling, etc). The goal would be to end idiotic penalties from say a ball on the edge of the box on the side with no immediate threat to goal hitting a defenders hand by accident, or a trip foul there with little in the way of immediate goal threat. The latter is particularly egregious as it has turned a very high percentage of attacks on goal into a game of “fall down in the box”.
Instead, grant an indirect free kick from the spot. Still dangerous and thus the defender does not have an incentive to commit the foul, but not an 85% goal which encourages the striker to fall (sometimes in a comical (but effective) manner). In fact, the rules ALREADY allow for indirect free kicks from inside box, all we are doing is raising the bar for a penalty shot to require immediate threat of goal. Indirect free kicks from inside the box are also interesting tactical situations.
CHANGE OFFSIDE RULE: There are few aspects of the game more frustrating than the constant interruption at the point of most excitement (goal threatening position or goal) by an offside ruling; in particular given how often it can be incorrect with game altering consequences. Some non-fans may argue for simply scratching the rule altogether. While I have my sympathies for such a view, the fact of the matter is the offside rule does have its place in encouraging good play. That said there is scope for some changes in how the rule is implemented.
The main problem with the offside rule in soccer is the moving back line, making enforcement quite arbitrary at times. This problem is avoided in hockey by use of a fixed offside line. Hypothetically in soccer this would create an attacking zone in which there are no offsides, but entrance of which is only permitted after the ball. This very much removes referee interference, allows for free play in the attacking zone worry-free about some bureaucratic implementation of offside rule, and preserves the fast break element of the game that offside rule fans are such fans of. Interestingly, the MLS precursor, NASL, had a 35 yard offside line as an experiment approved by FIFA. This was eventually repealed due to worries that it would turn the game into an athletic competition (sprinting in fast breaks) rather than technical skills. Which given the high important of physical training/nutrition/steroids in the game over past 40 years has become an irrelevant complaint.
INSTANT REPLAY: This is the big one. Other than the goal line technology that FIFA finally relented on, a limited amount of instant replay flags for the coaches seems an obvious next step. Purists decry it as making everyone question every play and instantly look for the replay. Which is of course silly; everyone ALREADY questions every play and looks to linesman for offside and the ref for a call of a foul, any foul. Instant replay is a last-step safe measure allowing a coach to question potentially game changing situations like a questionable offside or penalty or this crap. Use the example already established in sports from US football to tennis: allow each side a limited number of flags to ask for replay, maybe two per half or per game. In US football the replay can be used quite rapidly in a matter of less than 30 seconds, which is often how long a “complain to ref about questionable call” huddle lasts anyways.
The above all seem to me to be relatively easy and straightforward reforms that could be trivially implemented to dramatically “improve” soccer as a game. The excitement would remain but the inefficiencies inherent in it as a sport would be dealt with through a combination of superior social tech, logistics, and some actual tech.
Much like naive Republicans hankering for a Fair Tax though, the meta-issue is of course dominant. There will be no above reform until the governance issue is sorted out. IFAB is a mess and FIFA, well, the less said the better. Compare with the NFL, where for better or worse the team owners have delegated authority to a commissioner representing them and the league (technically a trade association). Not ideal, and certainly with its fair share of stupidity but certainly capable of rational decisions on a sporadic basis.


#SpecialEducation students in Grades 2-5 engage with out photos and are motivated to play the game because it doesn’t “look” like a first grade level activity.
The game includes 52 Animal Top It! cards and 2 wild cards. Each card has simple addition or subtraction problems that students solve. The player with the highest answer wins each hand. The player who has all of the cards at the end wins the game.
Students love this game and often play over and over again. And, the animal photos create great conversations!
Teachers, Animal Top It! is $2!
#TeachersPayTeachers #TpT #TeacherTuesday #SpecialEducation


I've been meaning to write about this since Jessica and I arrived home from Texas, and I'm finally taking a minute to do so. While we were there, Whitney taught us a really fun game that everyone needs to know about; the name, as you may have guessed, is Take Two.
Take Two is played with a bag of Scrabble letters. It can be played with up to 4 or 5 players--after that, letters simply run out too quickly. Rules are as follows:
Players place all of the Scrabble letters face down in the middle of a table.
Each player picks 5 unknown letters.
When everyone is ready, the all players flip over their letters.
Each player constructs his or her own crossword puzzle using the letters he or she picked up. The objective is to use all of one's letters contiguously. Anywhere letters touch must form a word, reading either left to right or top to bottom. If a blank is used twice, it must be the same letter in both contexts.
Once a player has arranged all of his or her letters in this contiguous crossword fashion, he or she yells "Take two!". As expected, everyone grabs two more tiles and adjusts their crosswords to incorporate the new letters.
A player can rearrange his or her crossword in any manner and at any time. When the game ends, however, only one crossword can be used to calculate points. All letters not touching that crossword are considered unused, even if they form words.
Play continues in this manner until the letters run out. If there aren't enough letters for everyone to take two at some point, deal with it however you like; just make sure the first two available tiles go to the person whose crossword is complete.
Words are deemed acceptable according Scrabble rules, but there's no "challenge" aspect. If at the end of the game one of your words is deemed invalid, you must remove it from your crossword and choose which of the separated halves you want to put in the unused letters pile.
When all of the letters are gone and a player has used all of his or her letters, the game ends. Each player calculates a score by summing the value of each word in his or her crossword and subtracting the value of each letter that is unused. Blanks are worth nothing both when used and when unused.
For those who dislike Scrabble because of its slow pace, boring turns, and restrictive form, this game can be a lot of fun. Those of you who like Scrabble will likely like this game, too. It's fast-paced, a lot of fun, and easy to explain. You can even play by yourself, like I did for a while one day. Check out my ultimate masterpiece, pictured below:
Every letter that's worth more than one point is used twice in this arrangement
If my count is correct, the above arrangement is 327 points. If you manage to arrange for a higher point value, send me a picture and I'll post some congratulations for you. But try it from scratch; don't just arrange them like above and try to tweak it. I'm sure it'd be trivial to eek out a few more points from my arrangement--I want to see some originality.


Following months of apparent leaks and speculation of the device, the Nintendo Switch Lite is now a reality and its official. Nintendo revealed details about the new console including its price, specs and release date. Yes, it is smaller and more affordable but there’s a caveat to it and the Nintendo Switch Lite won’t be for everyone.
The Switch lite unlike the regular Switch cannot be connected to a TV and its controllers are not removable. One might ask “Whats the point of a switch, if it cannot switch?”. However, the device was not meant to replace the regular Switch but to offer an alternate to for those searching for Switch titles at a lesser price and functionality as well. Here’s everything you need to know about Nintendo’s newest handheld console.
Nintendo Switch and Nintendo Switch Lite specs comparison
|Category||Nintendo Switch Lite||Nintendo Switch|
|Release date||20 September 2019||3 March 2017|
|Display||5.5 inches (1280 x 720)||6.2 inches|
1280 x 720 (handheld)
1080 x 1920 (docked)
|Processor||Tegra X1||Tegre X1|
|Weight||0.61 pounds||0.88 pounds|
|Expandable storage||Yes (MicroSD)||Yes (MicroSD)|
|Battery life||3-7 hours||2.5-6 hours|
|Rumble & IR camera||No||Yes|
Even though the Switch Lite is cheaper buy a $100, you would want to know the specs before you decide if it’s a good bargain. Let’s see how the Nintendo Switch Lite stacks up against the regular Nintendo Switch.
1. Are all Switch games compatible with the Switch Lite?
Yes, Nintendo Switch Lite supports every existing Switch game. However, you won’t be able to play the titles that don’t support handheld mode. The good news is that you can purchase Joy-con or a Switch Pro controller to play those games.
2. Battery life
There won’t be much of a difference in battery size between the two consoles, but with the Switch Lite having a smaller screen, its battery is bound to last a little longer. The regular Switch gives you 2.5 hours – 6 hours of playtime while the Switch Lite gives you 3-7 hours. Also, given that the Switch Lite is a handheld device only, it should save more battery.
3. The Nintendo Switch Lite does not work with the Switch dock
The original Nintendo Switch dock offers users not only a perfect way to play their portable console in a different way but also a great way to charge it. However, the Switch Lite won’t fit into the standard dock because of its smaller size and it can’t be connected to a TV as well.
This is definitely a bummer for some, as it is one of the main selling points of the Nintendo Switch- a handheld device that can switch into a game console played on TV.
4. It is not a replacement for Nintendo 3DS
Nintendo has always been one to move on from old devices by bringing it new ones. With that being said, the Nintendo of America President Doug Bowser assured everyone that Nintendo Switch Lite is not coming to take over the Nintendo 3DS. Bowser told The Verge “We’ll continue to support our 3DS family as long as there is demand”.
5. Easier system transfers
When it comes to transferring data between Switch consoles, it can be a daunting task. Well, Doug Bowser also mentioned that the company is working on making it easier. This is not directly linked with the Switch Lite but we’re hoping it rolls out before the Switch Lite arrives. Bowser told CNET “Yes, you will have the ability to transfer between devices, your gameplay experiences. More to come on there, but that is the intention.”
6. What about compatible games?
It appears players will be able to enjoy most of the Switch titles on the Nintendo Switch Lite. However, because the device is solely a handheld console, this poses a challenge for some games that require the use of Joy-Cons. Lite users will be able to connect their Joy-Cons to the Lite and play with no hassle. The downside is it can’t be played on a TV, so you’re stuck with that 5.5-inch screen. In addition, it has no kickstand which is kind of a bummer.
7. Does the Switch Lite support Nintendo Switch online?
Yes it does! When the Nintendo Switch Lite launches in September, it’ll have access to Nintendo Switch Online. The online service allows people to play games online and also features access to a few dozen NES games.
8. Is there a special edition?
In addition to yellow, grey, and turquoise color options, Nintendo will launch a special edition Switch Lite coming in November, called Nintendo Switch Lite Zacian and Zamazenta Edition, the console features beautiful art on the back and cyan and magenta accents on the front. If you’re a diehard Pokémon fan, this is the Switch Lite you want to get.
Everything you need to know about the Playstation 5


RagePixel is now officially open-source with the MIT license.
If you wan’t the very latest version or feel like contributing to the project, go to the GitHub.
RagePixel is very powerful tool in fast prototyping and gamejam scenarios. I attended the recent Ludum Dare 48h compo and was really pleased with the way my game turned out.
It’s a humorous game called Copulous, where you collect coins and avoid running over rabbits.
Forums were run down by evil spambots, but now it’s finally back up. The old data is lost, though.
I (the sole developer of this project) am also starting a full-time job at Unity next month. This means that there’s no time needed to move this project forward as planned. Read more from my blog.
This doesn’t mean the death of RagePixel so let’s keep pushing those pixels! Almost 2000 downloads already.
RagePixel hit 1000 downloads last night. It took approximately 12 days to reach this milestone. There seems to be no showstopper bugs in the v0.5, which is great, but there’s still many things to improve. Keep posting those awesome RagePixel powered games in the forum showcase. They are a huge motivational boost.
RagePixel is a free pixelart toolkit for Unity. It is finally launched for public beta. You can grab it from the download -section. RagePixel is still in its infancy. You have a great opportunity to influence on development and upcoming features. Join the forum and let your voice be heard!
It’s time to push some pixels!


How To Think Like A Grandmaster Entrepreneur By Patrick Bet-David.
Watch Time: 50 Minutes
Callouts: There are a lot of similarities in a grandmaster chess player and entrepreneurs. Business and chess are both a game of pure strategy. The one who can anticipate the game faster wins. Understand the role you play in the game. Self awareness is one of the most important attributes whether your a team player or leader. The world is made up of 80% actors, 20% doers. Systems is how things scale. If you can't build systems, you can't build scale. Most people struggle with 'lens' and 'language'. You need to identify what you want in life and be able to communicate properly in order to get there.


In 2017 we ran a box league for the first time - it proved highly successful and it did so again in 2018’.
The week before the league starts (late September or early October) a ClubSpark message is sent to all adult members inviting them to sign up and giving details of how we run it.
Please contact the Box League Administrator if you’d like to join or for more information.
The Box League web site can be found here
Deadline dates for completion of matches and submission of results:
Round 1: Sunday 6th October
Round 2 : Sunday 20th October
Round 3: Sunday 3rd November
Round 4: Sunday 17th November
Round 5: Sunday 1st December
Round 6: Sunday 15th December
Please note: Adult Club Night games have priority over box league matches
Box League basics
A box has four players, with each player playing one set of doubles (first to 6) partnering with every other player in their box, i.e. a box will play a total of three sets.
The player who wins the most games is promoted and the player who wins fewest is relegated.
The league runs on a two week cycle, Monday to Sunday and the published deadlines will be strictly observed.
Players are responsible for arranging to play their box league games. It is obviously better to arrange to play them in the first week rather than the second to give yourselves as much chance as possible to complete.


Sudoku is a fun puzzle game once you get the hang of it. At the same time, learning to play Sudoku can be a bit intimidating for beginners. So, if you are a complete beginner, here are a few Sudoku tips that you can use to improve your Sudoku skills.
Many of the Zelda formula that players have grown accustomed to have been downplayed — dungeons play a much smaller part in Breath of the Wild, and those dungeons take a much different approach than the usual step-on-switch, find-keys affair we’ve seen since the original The Legend of Zelda. And, of course, the 100+ shrines mentioned above help scratch much of that puzzle-solving itch you will have throughout your adventure.
The Importance of Play in Promoting Healthy ..
The University of Illinois at Urbana-Champaign joins You Can Play in working for equality for all in sports, including LGBTQ athletes, coaches and fans.
Home | Official Melissa & Doug
Looking for kids games? How about rules for playground games, verses for jump-rope rhymes, and muchmore??? You have come to right place! We hope this site brings you lots of happy memories.
2018 PyeongChang Olympic Games | NBC Olympics
Breath of the Wild constantly keeps you busy with extra objectives and side quests. While these missions are typically of the fetch-quest variety, they serve the larger motive of encouraging players to stray from the main mission and explore what Hyrule has to offer.
Fun Trivia Quizzes - World's Largest Trivia and Quiz Site
Some of The Legend of Zelda: Breath of the Wild’s best gameplay secrets are hidden, with players tasked with uncovering them. With gameplay being largely physics based, I was shocked the first time I shot an enemies projectile out of the air with my bow an arrow. The game never teaches you that time slows down mid-air as you shoot an arrow at enemies, but after discovering it you want to do nothing but that.
Movies, sports, TV, geography, and much more
Not every detail was rosy in my experience. As reported across multiple outlets, The Legend of Zelda: Breath of the Wild seemed to chug when docked to the television. While this never impacted my gameplay, I wouldn’t be surprised if others said it had. Instead, the Nintendo Switch’s hardware issues tended to pull me out of the game experience, ruining immersion. In the brief time I’ve played the game this morning — since the latest Breath of the Wild update was released — I have run into the issues less frequently.


This is where I was five hundred days ago: August 8, 2015. Watching a soccer game.
To say this is unusual for me is an understatement – this is the only sporting event I've paid my own money to attend in at least a decade, if not ever. It's also the only time I've ever watched a complete soccer game, in person or on television, that didn't have one of my nieces on the field. I'm not a sporting guy. But this was a good day, and I'm glad that I went.
The gave is Five-A-Side soccer/football, and it's being played on an artificial field near my home that I watched being built for the Panam/Parapan games. Designed for field hockey at the University of Toronto, there was plenty of room for the smaller five-a-side playing field even with he stands wrapped around three sides.
As the name suggests, five-a-side teams have a goalkeeper plus four players on the field. For the Parapan games, the goalkeeper is sighted but the other players out on the field all have low vision, and wear eye covers to ensure that the game is entirely played by sound and by feel. And the game sounds amazing.
The ball has a rattle inside, which lets the players keep track of it. There's also the coach who can call instructions, and a guide behind the net of the opposing team. Whenever there was a penalty kick the guide would tap a metal bar along the goalposts to sound out its position; if the ball stopped in play the ref could duck in and shake it a couple of times. It was tough for the players when the ball was coming directly at them while they were stationary, since the sound wouldn't give directional cues, and whenever the ball was airborne it moved silently. This was used to good advantage whenever the goalkeeper threw the ball back into play, because it would only sound after it hit the boards and bounced back across the field.
And yes, boards. As with the various variants of indoor soccer, there are boards on the sides of the field that keep the ball in play. Combined with the smaller field this makes the game fairly fast, and dare I say it, slightly hockey-esque.
One great thing about Toronto: here everyone is from everywhere. No matter what country a team is from they will have a home crowd. But out of deference to the players the crowd is asked to be silent during play, and for the most part was. So we'd be quiet and attentive until we had the all-clear, at which point the crowd could act up for a few moments. And this quietude is something else that I'm told Toronto sports fans are particularly good at, as so many like to just wait until the game is over and then honk their horns.
The games were at least as interesting to listen to as they were to watch, so it was nice to be at a sporting event that didn't need to be a non-stop noisertainment festival. I've been to professional baseball and basketball games, but they seem to aspire to being political rallies or concerts instead of athletic competitions. I'm not saying that I'd watch five-a-side, or its indoor soccer cousins, if they were televised, but the odds that I'd be interested in the competition between teams is vastly greater. But that's just me, and I know I'm an outlier in this.
Naturally, I did create some audio recordings while I was at these games. Perhaps some day I'll complete my planned project about them, or even just polish a few clips enough for another blog post. If and when that happens, this text will become a link.


GoJackpot: Reigning Supreme in the 2024 Philippine Online Gaming Arena
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I finally got down to the Art of Video Games exhibit at the Smithsonian Museum of American Art (just in time, as the exhibit closes this weekend).
Going in, I wasn't really sure what to expect--the way they ran the public voting to choose which games to include had me concerned that they'd be focusing on the most popular games, rather than the ones that best exemplified the artistic merits of the medium.
But the curators clearly put a lot of thought into which games to feature. They had a good mix of games that were iconic because so many folks remember playing them (Tomb Raider, Mario, Sonic) and those that are iconic because they did something innovative that changed the way people think of games and what they're capable of (like Myst, Portal, and a new game called Flower that's sadly only available on the glorified blue ray player it amuses Sony to call a console).
I wish the exhibit had taken a broader view of its subject. Perhaps because of the size/expense of the exhibit (it was tucked into a few rooms on the third floor, and each room was packed with screens and projectors), it focused almost exclusively on video games as a form of visual art, examining the interface between game and player in much the same way museums examine the relationship between painter and viewer.
I would have liked to see more of a focus on video games as a storytelling medium. 'Literature' is the wrong word for geat games in the same way it's the wrong word for great films, but when games are at their best, they're telling stories in a manner unique to the medium. After my friends and I finished our play through of Mass Effect 3, we spent hours discussing the endings. Which one was most appropriate for our Shepard; which one best fit the narrative arc of the game; ethical implications of making such huge decisions on behalf of billions of sentient beings.
Even games where the story is more linear open up their worlds to players in ways that films and novels can't. One of my favorite adventure games, The Longest Journey, has a single narrative. But exploring the world of the story as you play through, and discovering the world's history and culture by interacting directly with its people and places, is a very different experience than you'd have just reading or watching the main character's adventures. Myst, likewise, has only one 'right' ending. But it's not a beloved classic because of the puzzles or the mystery of the two brothers trapped in the books. Approaching its story not just as a puzzle to unlock but also as a landscape to explore is how it won its place in game history. Movies and novels can't do that. Only games can.
There's also the question of venue. I think the museum of American Art hosted the exhibit just because that's where the interested curators were, but it would have been nice to see some acknowledgement in the exhibit that video games are very much an international art form. Most of the titles that we think of as the classics and staples of the medium are not American at all, and there's something a little weird about an 'American Art' exhibit featuring Mario, Metroid, PacMan, and Minecraft without mentioning that they're not American.
Overall, it was thoughtfully-curated and a great trip down memory lane. One of the rooms had kiosks of consoles, arranged in a timeline from the eighties on up to the present day, with clips of some of the most iconic games from each. The intergenerational aspect was also quite charming--watching children pick up controllers and try the games I played when I was their age was a real treat. Myst and The Secret of Monkey Island are classics to me, but there were kids at the exhibit who were seeing them for the first time. It reminded me how those games looked and felt when they were new to me.
The Museum of American Art is open until 7pm each evening, and it's right next to the Gallery Place/Chinatown Metro. If you can get down there before the exhibit closes down on the 30th, it's worth the trip.


Free Slots Games and going to Know Online Casinos
Nowadays, there are numerous casinos online that it is often a frightening task to understand which of them are safe, which accept players from the USA, and getting back to the basics, which of them have the simplest games.
Online Casinos emerged as a viable sort of entertainment on the internet with a couple of operators opening their virtual doors in 1995. Options within the past were limited but now there are actually thousands of options to settle on from. For players within us, this list gets a touch smaller due to the laws imposed by the UIGEA (Unlawful Internet Gambling Enforcement Act) but do not be concerned, there are still many places to play.
Are Online Casinos Safe?
Yes, about 98% of online casinos are safe but a bit like in any profession, you will find a couple of bad apples. To start with, you would like to make sure that the casino is licensed somewhere within the world and if they are licensed, they're going to tell you on their website. You furthermore may want to form sure that the casino runs on top-tier software like Rival Gaming or Real Time Gaming.
Finding a Friendly Online Casino
Finding casinos online that provide games to players is not as easy because it sounds. When the United States government passed the UIGEA in 2008, the bill made it incredibly hard, to not mention illegal, for financial institutions to process transactions for online gaming. Moreover, albeit an online casino could be licensed somewhere within the world and run a legitimate business, the will not legally allow it to work within its borders. If the casino does offer games to Players, rest assured they've found how for you to deposit.
Free Slots Games Trials
One of the good things about playing online is that you simply can play many of their games like slots free of charge. There are a couple of ways this will happen. One is that the casino will provide you with a free casino token to check in on their site. If you are not able to register at a casino and just want to play free slots, this will be accomplished quickly with only one click of your mouse.
Online Casino Bonuses
This may be a no-deposit bonus that gives you a bonus without requiring that you simply deposit with them or a match bonus during which the casino matches your deposit to a particular percentage and offers it as an incentive. A referral bonus is given once you refer a lover to the casino and he signs up with them. A loyalty bonus is issued to a casino's patrons who have played with them for a particular time or a particular sum of cash.
Generally, promotional bonuses serve to market a specific game or casino feature. Therefore, once you play for a promotional bonus, you will mostly be playing for an opportunity at trying your hand at a replacement sort of game. Some promotional bonuses also offer players the prospect to win a couple of rewards like vacations, cameras, and vehicles. Once you play for a bonus or a promotional offer, make sure that you retain a couple of crucial aspects in mind. Here are the aspects that play a crucial role in allowing you to optimize a chance offered by a bonus.
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