What on Earth Was Wrong With Retro Game Makers “Flying Edge”? Quite a Lot As It Turns Out

Something troubles me, and it's been troubling me since the early nineties. I sometimes wake in the middle of the night, skin cold and damp, screaming. Badly colored, badly animated sprites, collision detection non existent, arrrggggggh! I compose myself and reach for the paracetamol. Surely it was all a dream? NO! Flying Edge really did…

Something troubles me, and it's been troubling me since the early nineties. I sometimes wake in the middle of the night, skin cold and damp, screaming. Badly colored, badly animated sprites, collision detection non existent, arrrggggggh! I compose myself and reach for the paracetamol. Surely it was all a dream?

NO! Flying Edge really did happen!

The Mega Drive and Master System were both supported at their fullest from around 1991 to 1994 – since why later MD games are so rare (except Ballz, please, please go away …). The list of third party contributors to both consoles is lengthy and many still exist today, albeit in a different form (Domark are now Eidos for example). One that you think would not exist is Flying Edge. Even in my late Primary School / early High School years I knew that if I saw that logo it meant trouble.

It actually did not start off too badly. The first FE (as I'm going to refer to them from now on as) game was Arch Rivals, which at the time seemed a stupid idea, a 2 v 2 basketball game where you could only play as one of the “characters” . Although it does not play great, the reduced number of sprites on the screen and slightly violent dynamics made it a reliably fluent and pleasant experience compared to the dross Basketball games about at the time. It also laid the foundations for something truly special, which you've probably already guessed.

So, FE were on the cusp of being pioneers … not quite. The games that came after readings reads like a who's who complete and utter tosh. If you ever have the opportunity to play George Foreman's KO Boxing on the MS run, run as fast as you can. It looks like someone screw up over it and is actually less fun than staring at one of Mr Foreman's grills. It's rushed, plain and simple. This theme continues with Smash TV. Smash TV was an immensely popular arcade machine which main draw was the two-joystick system where you could shoot in an opposite direction to which you were running. The SNES version works pretty well (the 4-button acting as the second joystick) but the graphics and collision detection are horrendous, on both 16-bit and 8-bit versions. Do not get me started on the sound and control systems on the Sega versions, we'll be here all day … The laughable Crash Dummies, RoboCop 3 and Double Dragon 3 are just a few more games that no respectable developer would ever be associated with.

FE were just another bad developer with no one else to blame but themselves. Wrong! Now here's the twist in the story, FE were actually a subsidiary of Acclaim. Apologies to those who already know this, but I bloody did not! There is a clue in the introduction SNES version of Smash TV, Acclaim are there quite proudly in the opening sequence but they left FE to the Mega Drive version … How can a company responsible for making gems such as Mortal Kombat and NBA Jam ( see what I did there) have any part of Flying Edge? I just simply had to find out.

Acclaim itself had been established since 1987 with much of its focus on games based on licenses it acquires from comics (Spider-Man games aplenty), TV / Sports (WWF) and movies (Alien 3). It also forged a strong “partnership” with Nintendo durable titles such as Rambo on the NES being pretty poor, Star Voyager on the other hand was considered revolutionary. You will never see Flying Edge on any Nintendo game (if you do, it's dodgy, throw it out) as they were created specifically to “produce” Sega games. Apologies for the many speech marks already used in this article.

Information on the contractual wrangle between Nintendo, Acclaim and Sega is so sparse I'm left clutching at straws as to how Nintendo persuaded them to do this. In fact, the only conclusion I can come to is that Acclaim was happy for FE to be the suspicious lamb in order to reserve their relationship with Nintendo. This appears logical given Nintendo's dominance in the home entertainment sector and the gradual decline of arcades. Looking at FE's back catalog it's easy to assume that the developers / programmers in this division were not very good in comparison to Acclaim's. The reality is that for every Mortal Kombat and NBA Jam there were several stinkers. Forget what you know about Acclaim, the reality of it is that they really were not that good, period. If it was not for Midway, Mortal Kombat would not have experienced. Acclaim's back catalog around the same time reads: Double Dragon 2; Krusty's Fun House; NFL Quarterback Club; The Addams Family etc etc … It is not good!

Flying Edge was dissolved in 1994, which clearly must have provided Acclaim with a get out clause for all those bad titles. What did they back it up with? Again, mainly hit and miss. The Turok titles proved popular on later consoles and some of the Spider-Man games were good. They were also Virtua Tennis 2 which is still a joy. However, rubbish … sticks. The poor licensed games continued – Batman Forever, Paris-Dakar, Gladiator, Fantastic Four. Acclaim were made bankrupt and defunct as of September 2004, ten years after the demise of Flying Edge.

There is a reason that the big guns (Sega, Nintendo) and some of the smaller guns (Domark as Eidos) still exist. Evolution. Acclaim, in amidst all glory, never deviated from their primary aims – buy licenses, tack on games around them, seek the assistance of other willing developers.

Acclaim (or the name) was purchased by Acclaim Games who were one of a few companies in the early 2000s who focused on online gaming. Sadly, their games were unpopular and they were previously bought and dissected by Playdom games in 2010. The Acclaim name now only appears in the footnotes under “What Could Have Been”.

Struggles of Getting to “PRO” in League of Legends

Getting to the idea of ​​”lastitting” can be tough to comprehend at first. League of Legends can be observed or viewed as a simple minded game from the outside. Objectives seem normal when it comes to destroying enemy turrets, minions, champions and ultimately their Nexus. Yet, blindly just doing these acts without proper mechanics can…

Getting to the idea of ​​”lastitting” can be tough to comprehend at first.

League of Legends can be observed or viewed as a simple minded game from the outside. Objectives seem normal when it comes to destroying enemy turrets, minions, champions and ultimately their Nexus. Yet, blindly just doing these acts without proper mechanics can turn you into a fool. First time I played, I assumed I just needed to hit the creeps and go full out confrontation with the enemy champions. Yet, there was this important concept that others kept referring to as “lastitting”. Initially, I had no relevant clue as to what that meant. However, once explained it seemed to be something that was easy to grasp. However, I was mistakenly wrong. Not only is “last hitting” considered a basic mechanic in this game but there is a required number of creep scores that every gamer of League of Legends should hit within a specified time span. Achieving an average of 20 or 30 creep score per minute can seem straightforward, but accomplishing this practice. I started playing this game, 3 years ago and I have yet to reach the 20 creep score mark within one minute. There is something about timing when to hit the minions till the very last drop of their health that requires time and patience.

Knowing the proper item build on your champion and skill order

Often those that you play with in this game will ask you what items you have bought. Higher skilled players have the tendency to judge certain items that you build through the game. At the same time, whats skills your rank up first or second will be looked by others. First champion that I had played was Ashe, an archer with ice based skills. First time playing, I built items that stacked ability power when apparently this champion was attack damage based. For beginners, the struggle seems to be in identifying what the strengths of the champion is and at the same time, the skills that need to be maxed first. While playing this Ashe character, I maxed out my passive first for some reason, although it had no incremental increase in damage outputs. However, over time you learn to adjust as a beginner. As a beginner, make sure you take advice from those of higher skill level in League of Legends. They may be harsh and critical towards your mistakes, but the recommendations they give are relevant.

What Is a Game?

We probably all have a pretty good intuitive notice of what a game is. The general term “game” encompasses board games like chess and Monopoly, card games like poker and blackjack, casino games like roulette and slot machines, military war games, computer games, various kinds of play children, and the list goes on. In academia…

We probably all have a pretty good intuitive notice of what a game is. The general term “game” encompasses board games like chess and Monopoly, card games like poker and blackjack, casino games like roulette and slot machines, military war games, computer games, various kinds of play children, and the list goes on. In academia we sometimes speak of game theory, in which multiple agents select strategies and tactics in order to maximize their gains within the framework of a well-defined set of game rules. When used in the context of console or computer-based entertainment, the word “game” usually conjures images of a three-dimensional virtual world featuring a humanoid, animal or vehicle as the main character under player control. (Or for the old geezers amongst us, sometimes it brings to mind images of two-dimensional classics like Pong, Pac-Man, or Donkey Kong.) In his excellent book, A Theory of Fun for Game Design , Raph Koster defines a game to be an interactive experience that provides the player with an increasingly challenging sequence of patterns which he or she learns and often masters. Koster's asser-tion is that the activities of learning and mastering are at the heart of what we call “fun,” just as a joke becomes funny at the moment we “get it” by recognizing the pattern.

Video Games as Soft Real-Time Simulations

Most two and three-dimensional video games are examples of what computer scientists would call soft real-time interactive agent-based computer simulations. Let's break this phrase down in order to better understand what it means. In most video games, some subset of the real world -or an imaginary world- is modeled mathematically so that it can be manipulated by a computer. The model is an approximation to and a simplification of reality (even if it's an imaginary reality), because it is clearly impractical to include every detail down to the level of atoms or quarks. Here, the mathematical model is a simulation of the real or imagined game world. Approximation and simplification are two of the game developer's most powerful tools. When used skillfully, even a very simple model can sometimes be almost indistinguishable from reality and a lot more fun.

An agent-based simulation is one in which a number of distinct entities known as “agents” interact. This fits the description of most three-dimensional computer games very well, where the agents are vehicles, characters, fireballs, power dots and so on. Given the agent-based nature of most games, it should come as no surprise that most games nowdays are implemented in an object-oriented, or at least loosely object-based, programming language.

All interactive video games are temporal simulations, meaning that the vir- tual game world model is dynamic-the state of the game world changes over time as the game's events and story unfold. A video game must also respond to unpredictable inputs from its human player (s) -thus temporary temporal simulations. Finally, most video games present their stories and respond to player input in real time, making them interactive real-time simulations.

One notable exception is in the category of turn-based games like computerized chess or non-real-time strategy games. But even these types of games usually provide the user with some form of real-time graphical user interface.

What Is a Game Engine?

The term “game engine” arose in the mid-1990s in reference to first-person shooter (FPS) games like the insanely popular Doom by id Software. Doom was architect with a reasonably well-defined separation between its core software components (such as the three-dimensional graphics rendering system, the collision detection system or the audio system) and the art assets, game worlds and rules of play that complimented the player's gaming experience. The value of this separation became evident as developers began licensing games and retooling them into new products by creating new art, world layouts, weapons, characters, vehicles and game rules with only minimal changes to the “engine” software. This marked the birth of the “mod community” -a group of individual gamers and small independent studios that built new games by modifying existing games, using free toolkits pro- vided by the original developers. Towards the end of the 1990s, some games like Quake III Arena and Unreal were designed with reuse and “modding” in mind. Engines were made highly highly customizable via scripting languages ​​like id's Quake C, and engine licensing began to be a viable secondary revenue stream for the developers who created them. Today, game developers can license a game engine and reuse significant portions of its key software components in order to build games. While this practice still involves reasonable investment in custom software engineering, it can be much more economic than developing all of the core engine components in-house. The line between a game and its engine is often blurry.

Some engines make a reasonably clear distinction, while others make almost no attempt to separate the two. In one game, the rendering code might “know” specifi-cally how to draw an orc. In another game, the rendering engine may provide general-purpose material and shading facilities, and “orc-ness” may be definitively in data. No studio makes a perfectly clear separation between the game and the engine, which is understandable considering that the definitions of these two components often shift as the game's design solidifies.

Arguably a data-driven architecture is what differentiates a game engine from a piece of software that is a game but not an engine. When a game contains hard-coded logic or game rules, or employs special-case code to render specific types of game objects, it becomes difficult or impossible to make a different game. We should probably reserve the term “game engine” for software that is extensible and can be used as the foundation for many different games without major modification.

Clearly this is not a black-and-white distinction. We can think of a gamut of reusability onto which every engine falls. One would think that a game engine could be something akin to Apple QuickTime or Microsoft Windows Media Player-a general-purpose piece of software capable of playing virtually any game content imaginable. However, this ideal has not yet been achieved (and may never be). Most game engines are carefully crafted and fine-tuned to run a particular game on a particular hardware platform. And even the most general-purpose multiplatform engines are really only suitable for building games in one particular genre, such as first-person shooters or racing games. It's safe to say that the more general-purpose a game engine or middleware component is, the less optimal it is for running a particular game on a particular platform.

This phenomenon occurs because designing any inefficient piece of software invariably entails making trade-offs, and those trade-offs are based on assumptions about how the software will be used and / or about the target hardware on which it will run. For example, a rendering engine that was designed to handle intimate indoor environments probably will not be very good at rendering vast outdoor environments. The indoor engine might use a binary space partitioning (BSP) tree or portal system to ensure that no geometry is drawn that is being enclosed by walls or objects that are closer to the camera. The outdoor engine, on the other hand, may use a less-exact occlusion mechanism, or none at all, but it probably makes aggressive use of level-of-detail (LOD) techniques to ensure that distant objects are rendered with a minimum number of triangles, while using high-resolution triangle meshes for geome-try that is close to the camera.

The advent of ever-faster computer hardware and specialized graphics cards, along with ever-more-efficient rendering algorithms and data structures, is beginning to soften the differences between the graphics engines of different genres. It is now possible to use a first-person shooter engine to build a real-time strategy game, for example. However, the trade-off between generality and optimality still exists. A game can always be made more impressive by fine-tuning the engine to the specific requirements and constraints of a particular game and / or hardware platform.

Engine Differences Across Genres

Game engines are typically certain genre specific. An engine designed for a two-person fighting game in a boxing ring will be very different from a massively multiplayer online game (MMOG) engine or a first-person shooter (FPS) engine or a real-time strategy (RTS) engine. However, there is also a great deal of overlap-all 3D games, regardless of genre, require some form of low-level user input from the joypad, keyboard and / or mouse, some form of 3D mesh rendering, some form of heads- up display (HUD) including text rendering in a variety of fonts, a powerful audio system, and the list goes on. So while the Unreal Engine, for example, was designed for first-person shooter games, it has been used successfully to construct games in a number of other genres as well, including simulator games, like Farming Simulator 15 ( FS 15 mods ) and the wildly popular third-person shooter franchise Gears of War by Epic Games and the smash hits Batman: Arkham Asylum and Batman: Arkham City by Rocksteady Studios.

3D Games Online – Why You Should Let Your Children Play Them

New digital technologies have simply revolutionized the world of gaming. These days you can even play 3D games online. In most cases, you will not even need any special graphic cards to enjoy the gaming experience. The graphics of 3D games are crystal clear, where the characters, cars, buildings, and other objects look almost lifelike.…

New digital technologies have simply revolutionized the world of gaming. These days you can even play 3D games online. In most cases, you will not even need any special graphic cards to enjoy the gaming experience.

The graphics of 3D games are crystal clear, where the characters, cars, buildings, and other objects look almost lifelike. They come with better picture resolutions, and easy user interfaces. You will be able to follow the simple instructions, and understand the game in a matter of minutes.

Parents on the other hand, are usually apprehensive about their children spending long hours on gaming online. They fear that intense exposure to digital games, could impact their social behaviors and psychology in negative ways.

Instead of completely restricting your children from playing 3D games online, what parents can do is fix a proper timetable for them to enjoy the games. Stopping them from playing completely might not be a good idea, because there are many benefits of gaming that you might want to know about.

Improvement of cognitive skills:

While playing the games on computers, you will need to have fast moving fingers and eyes. With time, you will see a significant improvement in your hand and eye coordination.

In most of the games, you will have to remember a lot of things in order to make the decisions that can help you in completing the missions. Such skills will help you in improving your reasoning and memory power. They are the very skills that can help your kids in learning mathematics, engineering, science, and technology.

Gamers are comparatively more relaxed:

Most of the games will get you on the edge of your seats, but over a period of time, you will learn to handle the stress in a much matured way. You will be more relaxed when facing even the toughest situations in the game. This attitude can help your child in various aspects of life as well. It will have them in staying cool and composed, while making sound decisions.

Doubles your enthusiasm:

Contrary to the popular belief that gaming makes you physically and intellectually lazy, it actually works the other way around. Studies have shown that kids who indulge in gaming are never short of enthusiasm and energy. Moreover, it makes them better strategists and problem solvers.

Makes them the go-getters:

Some of the missions in the online games are really tough, and sometimes it may more than 10 to 20 attempts before cracking them. The gamer will have to be fully determined, because the frustration of losing so many times, can make you want to quit. Good gamers are normally the most determined people, and they never rest kill they achieve their goals.

Our advice to parents would be to let your children play 3D games online, but you will need to monitor them closely, so that they can not neglect their studies or health.

Being a Hard-Core Gamer – The Social Benefits of Video Gaming

This would sometimes be a debate forever – the talk supporting the ill effect and that advocating the positive impact of digital games on a person's psychology and social behavior. But, as much as the dark side of video gaming has come into the limelight, we can not keep away from noticing the benefits of…

This would sometimes be a debate forever – the talk supporting the ill effect and that advocating the positive impact of digital games on a person's psychology and social behavior. But, as much as the dark side of video gaming has come into the limelight, we can not keep away from noticing the benefits of such addictions, as well.

Such attempts strengthen a person's cognitive skills.

Modern-day technology has enabled developers to come up with high-end games carrying better resolutions and smoother user interfaces, most of which are also devoted to preaching violent content. However, contrary to the expected damage backlash, improvements in the cognitive capacities of players have surprisingly been noticed. A hard-core gamer can imagine an object in a three-dimensional spatial arrangement more vividly than a non-gamer. Further, the former has a better hand-eye co-regulation, sharper memory, perception and reasoning capacity than the latter. It is interesting to note how a huge chunk of people who excel in the fields of science, engineering, technology and mathematics, are also big fanatics of video gaming.

The enthusiasm seems to have only doubled.

The conventional notions that have remained intact all these years suggest how such endavors make a person lazy – both physically and intellectually. He almost becomes an identical antisocial element, less supportive of the general ways of society. But, different from this statement, scientific research and studies stand to prove how gamers are better problem solvers, strategy builders and role players than most other people. This is a potential plus point for their professional lives. Also, talking about creativity, it only gets better, more enhanced, with every such attempt.

And, most importantly, speaking of the anti-social behavior of gamers, it is only a myth now. A recent study suggests how youngsters, who suffer from attention-deficiency disorders have been permanently cured with a daily dose of such fun activities. Also, with social networking becoming a mania, people are using the virtual world more to connect with fellow-gamers. Such mass participation is proof enough that no gamer goes into social isolation today. In fact, he or she advocates a better civic engagement, is only double enthusiastic about the entire connecting idea and does it with all heart and soul.

Gamers are more stress free and relaxed than others.

Such an attempt is a great way to free oneself of stress and strain. It is a superb mood and anxiety controller. It also keeps one away from evil, harmful thoughts and is the harbinger of emotional stability. It is one way of learning how failures are the pills of success. Thus, the earlier notions that suggested how such attempts lead to depression and development of antagonistic, hostile natures, can very well be ignored.

Despite carrying a bad reputation, video gaming is a healthy, fun activity which can also be behaved as an educative medium when followed correctly. Such an attempt is a good confidence booster and helps players learn how to tackle challenges in their lives. In fact, it is an activity which resembles any other day-to-day activities happening in people's lives. Yes, it is as simple as eating a pizza. Only, having a balanced perspective is important to see it as an advantage. But, of course, too many pizzas can end up upsetting the tummy.

Ultimate Guide to Play Inferno Dragon

Inferno Dragon is an underrated card in Clash Royale. Here in this write-up, we discuss the basic information of the card and also the best tips and strategies to handle this. Inferno Dragon is a brand new Legendary Card that has been introduced in Clash Royale. You can unlock and get access to this at…

Inferno Dragon is an underrated card in Clash Royale. Here in this write-up, we discuss the basic information of the card and also the best tips and strategies to handle this.

Inferno Dragon is a brand new Legendary Card that has been introduced in Clash Royale. You can unlock and get access to this at PEKKA's Playhouse ie Arena 4. Basically, it can be concluded that just like Inferno Tower, it also works in a similar way. The attacking mechanic for both the cards is similar to each other.

It would not be wise to ignore this card under any circumstances. This card has the power of shredding your Tower within few seconds in case you do not Ice Spirit or Lighting or Zap in order to reset the target.

• This card's attack range is found to be two times shorter than Inferno Tower. Also, this card's movement speed is found to be very slow.

• Another major feature of this card is that the moment it is locked on the target, it would not be able to chase the target. The moment the target runs out of range, his Inferno Charge is then disrupted. After its disruption, in the next phase, it needs to re-engage.

Basic rules to be known while playing Inferno Dragon

• It should never be used for defending. It may work out well in defending sometimes but as per the trends of the game, it is clear that Mega Minion and Lightning Spell have the power of stopping your Inferno Dragon.

• If you do not have a reliable high DPS or splash card, then never use this card. The DPS or splash card possess the ability to kill both air and ground unit by means of Arrows or Zap, Fire Spirits which are more powerful than Mega Minion.

• Your opponent's move can be watched and then the hard counters have to be memorized. The most popular opponents are Ice Spirit, Lightning, Zap and Ice Wizard.

A few more useful tips

It is very important to know about the strengths, weaknesses, abilities and tricks of this card.

Firstly, the two rules are to be known. It is necessary to avoid leave alone the Inferno Dragon. This would be wise to protect this card of yours with a couple of troops and spells always. This is also to be kept in mind that you should not at all let the card to face the fire from the opponent and enemies. This card may not always be able to kill 1 / 2HP Giant instantly within two seconds. It is also very necessary to keep a right track of the opponent's cards. This is true that a sing Zap has the ability to give your tower a lot of damage.

You should never expect to reach the Tower on offer. In case, you are using this card during the indemnity, then there are maximum chances that your opponent will start panicking and then throw a lot of troops around him. In such a situation you may take the advantage. The most preferred move in this condition is to use the predicted Fireball / Arrows.

Order of Attack

The moves that are best recommended under the circumstance when Inferno Dragon is on offense are enlisted below:

1. The very first thing that is to be done under the offensive is to drop the tank down towards the back. This is necessary to avoid the coupling between Golem and Inferno Dragon as Golem's slowness would result into the Dragon to fly above the head and ever die. Or else this may let you low on Elixir in order to play Lava Hound.

2. Also, it is recommended to play support troops when behind the Giant. Air supports are found to be the best strategy as it has the capacity to force the opponents to use their air targeting troops which are believed to be precious in this game. It is mandatory to support the troops and be safe always behind the tank.

3. Also, it is recommended to drop the card.

This particular strategy is very successful in the x2 Elixir time as this requires at least 12-13 Elixir in order to successfully perform.

In case the push that you have made is shut down completely, then you should watch what is happening. You should keep a track of what defensive factor is responsible for shutting down the push.

Inferno Dragon in Defensive mode

It is not wise to place this card very early. It is suggested to wait until the tank comes very close. Also, do not hesitate to make any sacrifice some Elixir in order to defend and then cycle to your Inferno Dragon. Also, it is a great place that your card comes close to the King's Tower. In such a circumstance, the opponent supports will make it tough to reach him.

Also, it is wise to support this card with some Mega Minions, Bomber, Wizards or whatever is there with you. Also, it is suggested to protect the Inferno Dragon from Mega Minion or Musketeers. They have the power to take out the Inferno Dragon only with a few hits.

Once the Inferno Dragon is able to take out the primary tank, it is then suggested using either the spells or troops in case an opponent have some troops left.

The best decks to use

In case you have the Inferno Dragon and wanting to build the decks along with him, then you may use the following pattern:

1. Primary Tank (Lava Hound, Giant, Golem …)

2. Primary support (Baby Dragon, Mega Minion …)

3. Secondary Support (Mega Minion, Baby Dragon, Musketeer, Minions …)

4. Group Distraction and Support (Tombstone, Skeleton Army, Guards …)

5. Building (Cannon, Tombstone, Tesla)

6. Support Spell (Rocket, Lightening)

7. Support Spell (Arrows, Zap, Fireball)

Along with Inferno Dragon, it is to be ensured that you maintain two more air targeting groups. Also, it is suggested to maintain a Mega Minion.

How Alpha Clarity Helped Me Grind to 99 Agility

When I think back to the days of my first 99s in runescape, it get warm memories of parties thrown under the grand oaks at Sears village as I fletched my final bow to reach 99 fletching . From there I moved onto a couple of other easy ones: cooking and firemaking . Along the…

When I think back to the days of my first 99s in runescape, it get warm memories of parties thrown under the grand oaks at Sears village as I fletched my final bow to reach 99 fletching . From there I moved onto a couple of other easy ones: cooking and firemaking .

Along the way of course I was doing plenty of barrows runs with my friends and had reached 99 strength, 99 attach, and 99 health. But still at this point I did not have a 99 I could really be proud of. Most people have these and it does not take much to be honest.

That's when I started to research some ideas on my next 99. At first I thought construction might be a perfect option but the prices were just out of reach and I did not really feel like depleting my entire bank account for the cape (even though it is dope).

Finally I decided on agility and took care of the first few levels until I could finally do the Wilderness agility course. I think I made it to roughly 80 before things started to get insanely tedious.

I have not really had the same grinding feeling before as I did fletching, cooking, and firemaking with a group of friends and the combat 99s just happened. But my friends were out on this one and thought I was crazy to try.

I fired up the coffee pot and it was going good at first but I got way too wired and it was causing me headaches and stomach issues. I watch LuxxBunny on twitch since getting into LoL last year and saw she is sponsored by a new company and said she would do a 24-hour stream if enough bought with her link. I picked up a bottle of Alpha Clarity and my experience was the same as her with good focus but not the wired out feeling from coffee.

During this time I had not stopped the wilderness course runs and was almost 90. I made it to 97 after another month and then to 98 and 100 experience away from 99 the next month. We thread a hilarious party in Varrock and cave away a lot of stuff. My friend was actually finishing up 99 construction as well so we finished off the party at his place.

Was a lot of fun but I will say I do not look forward to grinding out any more tedious 99s like that for a while. I'm going to focus on my combat skills and make some more money in the time being.

FSLABS Adds Malware to Their DLC, Asserting That It’s “DRM”

Flight Sim Labs is a company that makes very nice looking aircraft and sells them as Downloadable Content (DLC) for Microsoft Flight Simulator X. Selling DLC ​​for flight simulators is a big business, and in the case of Flight Sim Labs, having a reputation means being able to charge a premium. Some of their DLC…

Flight Sim Labs is a company that makes very nice looking aircraft and sells them as Downloadable Content (DLC) for Microsoft Flight Simulator X. Selling DLC ​​for flight simulators is a big business, and in the case of Flight Sim Labs, having a reputation means being able to charge a premium. Some of their DLC is over $ 100 dollars which for regular gamers sounds a lot just for a plane, but to Flight Sim enthusiasts is around the price they would expect.

Piracy is of course a big problem for game developers and game publishers, with a large number of people out there showing little interest in ever purchasing games, or their DLC. The Flight Simulator market is no different, but a compounding factor is that often the developers making DLC ​​for flight simulators are smaller studios who feel the hurt of piracy even more. So it is understandable that companies would wish to take steps in order to make piracy harder.

There have been numerous studies done into piracy in the music industry showing that as far as piracy is concerned those who pirated the most content also purchased the most content as well, suggesting that pirates may actually be using music sharing as a discovery device to help them discover bands they wish to support. While there are few studies into video game related piracy, Valve's success with their online digital game delivery platform (known as Steam), has suggested both industries are similar. Steam executives have often stated that they built their business by turning people who formerly pirated games into paying customers by offering a better service than the pirates.

Of course there are a lot of companies that never figured out the secret sauce like Valve did. Such companies try to solve the problem of piracy in ways that are not so pro-consumer. One tool that companies love to turn to is Digital Rights Management (DRM), which is software and / or encodings that are required to prevent copying. How well DRM actually works is debatable, with it usually only acting as a minor inconvenience. Games such as The Witcher 3 have been wildly successful bestsellers despite not having DRM at all, while games like Sim City built from the ground up to be as tough to pirate as possible by no means guarantee the publisher commercial success. Indeed in the case of Sim City, it was such a commercial failure that when their next game also underperformed the developers were shut down.

So it seems a little strange that developers would go out of their way to hurt paying customers in order to go after customers who pirate, but they do. And in the case of Flight Sim Labs, they really took that sentiment to the extreme by bundling Malware into their DLC and then when he used the very flimsy defense that their malware was actually DRM. In the words of Fidus Information Security.

What on earth were they thinking ?!

When Fidus analyzed the Malware they found that it was indeed only going to activate in the case of a pirated Serial number, but also found that the data was not very secure while it was being sent, nor very secure at its destination. Fidus also asked why the developer would need people's chrome usernames and passwords and raised the legal and ethical considerations.

There were a lot of people on Reddit's Flight Sims Subreddit who made their distaste for the developer's actions clear, but also a lot of people on Flight Sim Labs' forum who also maintained that they would continue to support the developer since the break of trust.

Clearly it's a delicate issue, but quite the impact of the decision to put malware in DLC is one that will play itself out in the coming months. The only people who have the power to change things might very well be the consumers, and if consumers do not then is this dangerous prededent to set?

Computer Game Genres

People who play computer games learn the type (genre) that interests them. Then, they cull through choices that fit the genre before they purchase. But, a person who desires to give a computer game to a family member or friend may want to observe the recipient's game play in order to minimize the risk of…

People who play computer games learn the type (genre) that interests them. Then, they cull through choices that fit the genre before they purchase. But, a person who desires to give a computer game to a family member or friend may want to observe the recipient's game play in order to minimize the risk of giving the wrong type.

Computer game genres include: combat, adventure, fantasy, strategy, sports, simulations, and teaching. While not a complete list of genres, these types list in the top ten. Combat appeals mostly to boys. They often include violence, anger, and realistic carnage. Look for an age rating and parental comments about the game, and especially, get the approval of the parents of a young person before you give such a game as a gift. Realize that repetitive use mimics repetitive teaching.

An adventure game can appeal to boys or girls, and they tend to follow the same lines of adventure found in films about pirates, secret agents, or lost worlds. In game form, experience an adventure rather than simply watch the film. Fantasy does the same thing in a mythical setting that might include wizards, witches, dragons, hobbits, zombies, etc. Experience competition with a sports game. The games align with a particular sport, like football, and sometimes they permit a game player to play the role of a favorite real sports figure.

A simulation game teachers and lets the gamer experience turning on and using equipment. For example, you might play the experience of getting into a Cessna 172 aircraft, turning it on and then you fly it. This simulation realistically shows the gamer how to operate the aircraft and it simulates flight. A strategy game goes farthest to immerse the gamer in a world (or fantasy world) scenario. Usually played online, the strategy pits the gamer against the powerful computer that the game producer uses to apply artificial intelligence to defeat the gamer. This type often takes days, and sometimes months to complete. The player matches wits with the computer in a life-like setting, until he or she decides to stop. The gamer thinks about the strategy after play ends, if the game was challenging and fun. The player may research new techniques and form a plan for his or her next move to defeat the computer when the game resumes.

Match the computer game gen to the gamer before you give the gift of a game to a family member or friend. You might become someone's hero. # Tag1writer

Things to Consider When Setting Up a Minecraft Server

A few years back, a game named Minecraft was launched. Soon, it became one of the most popular games and tons of people from across the world became fan of it. The game is placed on different servers around the world. If you intend to make your own Minecraft server, we suggest that you consider…

A few years back, a game named Minecraft was launched. Soon, it became one of the most popular games and tons of people from across the world became fan of it. The game is placed on different servers around the world. If you intend to make your own Minecraft server, we suggest that you consider the tips given below so you can make your server prominent.

Make sure the theme is appealing

For a good server, you may want to keep in mind that the theme is of paramount importance. What you need to do is carry out a Google search to know the themes that are being liked by the major of fans. It's even better if you add multiple themes to cater to most players.

Consider the Cost

It's cost to install a powerful server but you have to bear the cost. If you want to set up a server for you and a couple of friends, the cost will not be high. However, if you want to open your server to the whole world, you have to be ready to spend a bit more. In this case, your server has to be up all the time. As soon as you become popular, make sure you opt for your own domain.

Spawn area is important

When landing at your server, what will the players see? This is very important. They will see the spawn area at first. So, make sure that the area is appealing. This way the players will be more likely to stay on your server for more exploration. Make sure the server rules are also given in the right area.

Read up on the best plug-ins

As soon as you have decided on the type of Minecraft server you need, your next move is to opt for the right plug-ins. For the safety and convenience of each server, you need some essential plug-ins first. You need three servers namely WorldEdit, Essentials and PermissionsEx. Make sure you get all of them installed on your servers as they are the must-have plug-ins. Without them, your server will be kind of incomplete and the players will not be able to get the most out your servers.

Get the word out about your server

As soon as you done all the things mentioned above, you are good to go. No! You still have to do one of the most important things: advertising. If you do not get the word out about your Minecraft server, how will the world get to know about you? You need to do mention your server on relevant forums, especially the official forum of Minecraft. What you can do is design customized banners and designers for the forum users. You can also consider a listener as it will reward the users whoave their vote for your server. They will get in-game items and money for this.

Long story short, if you are going to launch your own Minecraft server, make sure you follow the guidelines given in this article. This way you will be able to make a lot of moolah through your Minecraft server.