۱۳۹۸ خرداد ۵, یکشنبه

Missed Classic: Spellbreaker - Won! And Final Rating

Written by Joe Pranevich


Spellbreaker started as a chase, then it became a hunt for macguffin cubes, now we are finally closing out through some of the most devious puzzles every created for adventure games. We've just about reached the end the last original "Zork" game. This has been a game that I have in turn loved and hated. It's the longest Infocom game so far. Despite my previous misgivings, I am enjoying it more as it cruises to the finale.

Last week, I continued my quest for cubes. I found one deep in the sea, discovered when I transformed myself into a clone of a particularly annoying fish. I found a second after racing a roc to its nest, and a third after helping a green-eyed boulder play a game of bumper cars with her brown-eyed friend. This game likely makes no sense to anyone not actively playing it, but there have been a few great puzzles recently. With that cube retrieved, I can teleport point to a new cube room: Dark. That has two exits, but as usual only one that I can pass through. I descend into a strange dark cave-- let's go find some grues!
Molten magic is pretty.

Wherever I end up, magic is starting to go funny. My glowing knife that I have carried around since the beginning isn't glowing properly anymore, instead dripping glowing magic stuff into a pile on the floor. I pick my way down the hall and into a "Grue Cave". Last week I found what I thought was the treasure vault from Zork III; could this be the grue lair from the same? Unfortunately, the grues notice a guy with a glowing (and dripping!) knife and kill me. I have to restore.

I try again but extinguish the knife before I head down. In the dim, I notice a glow coming from the center of the room. Before I can explore, the grues find me even without the knife and kill me. Although spells seem to be weird here, I manage to "snavig" a grue and use its darkness-honed senses to see what is going on. I'm in a strange amphitheatre. In the center of the room is a pool of the dripping light, bright enough to hurt my grue-eyes. In the center of the pool is a squat column with something on top of it. I expect that is where I need to go. How do I get there? I climb into the pool, but as a grue the light burns so that I have to go quickly. I scale the pillar to discover another white cube! I pick it up and then wait to turn back into a human. The whole mess takes several attempts since I need to remember to memorize "snavig" and "blorple" before I head down, plus I die when I stay in the light too long. I also found that it is too dim to see the cube if you become a human too early. The whole process is simple enough to figure out and I soon have access to another cube room: Fire.

My favorite was the Curse of the Azure Bonds.

Gold Box Games

The Fire room has three exits: South takes you back to the cliff at the beginning of the game, but I do not see anything new. East is the expected blocked route. North leads to the only new location, a different spot on the volcano from last post. This time, I see an outcropping that I cannot reach to the west with something on it that is not melting. What could that be? My money is on another cube. Riding the carpet there doesn't work because it just catches fire. You cannot jump. None of my spells seem to do the trick. I am stuck. I re-explore much of the game again looking for things that I missed, but find nothing new. I end up asking for assistance and… I would not have solved this myself.

The trick is the gold box that we found in the ogre's cave at the beginning of the game. Completely unknown to me, the box responds to cubes. If you put a cube in it, the outside changes to hint at where the cube might go. When the water cube is in, the box has pictures of dancing dolphins; with the air cube, there are eagles; etc. I never noticed because I never needed the box for storage thanks to my zipper. We then had to realize that the box operates as a teleporter: drop it someplace and you can get to it by taking the blocked exit in each of the respective cube areas. I cannot even think of how I would have stumbled on that. Even with all that, we also had to realize that you can throw the box to the outcropping. I can't help but feel that Mr. Lebling was aiming to create the hardest puzzle in the series and overshot.

The world hangs in the balance.

Super-Charged Magic

I blorple it and end up in a room that it slightly different than the others. It is the "Magic" room, although "magic" appears to be code for mirrors, bird-droppings, and clutter. Instead of just one, there are two exits that I cannot pass through with a third that just leads back to the meadow from the beginning of the game where I picked up the ragweed. As before, there is nothing I need to do there. Although I seem to be in a dead end, I discover that the new cube is doing something to supercharge my magic. Anything I cast is more powerful than usual and I can memorize more spells than ever. There are plenty of places that super-magic could be useful, but my first thought is the treasure vault. Using my now more powerful "rezrov" spell, I am able to unlock and open the complicated vault door to see what is outside.

Just beyond the door is a new room with two piles of white cubes. Unlike mine, they are labeled "x1" through "x12" with six in one pile and six in another. There's an iron door to the north that I can open with a spell, but not without alerting the guards. I try to "blorple" one of the cubes and it takes me to the nondescript room, the same place as other non-special items. Putting cubes in the god box doesn't help to find a special one either. My guess is that only one of these twelve cubes is real… but which one? I need to solve quickly as we only have a few turns before the alarm goes off. Somehow saving the game doesn't even work here!

I try the "jindak" spell which shows that one of the piles is glowing slightly more than the other. That must be by clue! I try to break it down through processes of elimination. Since the second pile is brighter, I swap cubes 1, 2, and 3 with 7, 8, and 9. I "jindak" again and the second pile is brighter. That means that either 10, 11, or 12 is brighter than the others and the real cube. I swap 10 with 4 and try again, but the guards catch me. I need to find a faster solution.

Instead of using two piles,I use three. I arrange the cubes such that 1-4 are in the first pile, 7-10 are in the second pile, with 5, 6, 11, and 12 in my hands. The piles are still all the same size, but if neither of them glow more brightly then it must be the group in my hand that is special. I use the same process of elimination to narrow it down to one cube… and that doesn't work. I try it two more times to see if I made a mistake and the third time it worked! What did I miss in this puzzle? I looked up the solution after and the problem is not that the real cube is brighter than the others, it is that it is dimmer than the others. These are the world's power-cubes and it makes no sense that the real one is less magical, but we can go with it. What was happening is that I would narrow the field down to three cubes: one in each pile and one in my hand. When the two piles were the same, I could use the one in my hand to exit the vault. That "solves" the riddle without realizing that the correct cube was dimmer. It's a nice puzzle, even if the solution doesn't quite flow logically from what we know of the cubes.


An Excellent Adventure

The cube from the vault leads me to the "Sand Room", clearly intended to resemble a giant hourglass. Heading up teleports me back to the ruins room, although it is moderately less ruined than before. On the ground is a sack rather than the zipper. More importantly, the water pipe is overflowing and filling the room. My guess is time travel and I am somehow seeing the room earlier. Why? I have no idea. Inside the sack is the "girgol" scroll, the same one that I found in the zipper before. (Fortunately, I took good notes.) Water fills the room. I try to hide in the zipper, but that is only a temporary respite and I drown as soon as I come out. My guess is that I need to set up the room exactly as I found it, but I am unsure why.

Exploring the other way from the hourglass and I find myself in a prison cell. In fact, it is the cell above the oubliette that I discovered with the mouldy spell book. If I am going to reproduce that, it might mean that I have to leave my own spell book here and memorize whatever I need for the rest of the game. I can easily blow the door off the hinges using my super-charged "rezrov" spell (just like I found it!), but leaving gets me captured by the guards. Instead of forcing the cabinet open like I did the first time, I use the iron key. It fits! Inside is a blank scroll. Maybe I get to keep just one spell for the rest of the game? I try copying "blorple" to the scroll but that doesn't work due to magical copy protection.

Let's set this up just as before! I unlock the cabinet to get the blank scroll, placing my own spell book in there for me to find in a few years. Before I do that, I memorize a bunch of "blorple" and other spells. I make sure to lock the cabinet before blowing open the door. Since leaving still triggers the guard, I blorple back to the hourglass room and try the ruins. This time, I take the sack and put all of my stuff in it, leaving just the girgol spell in a closed zipper just as I found it in the beginning of the game. Fortunately, the sack is big enough for all of my stuff. I also copy the "girgol" spell onto the blank scroll since I don't see anything else to do with it. I leave… and absolutely nothing changes. I have no idea why I did that and no feedback that suggests whether or not I did it correctly.

Probably not this ornate, actually.

The Final Confrontation

Sorry, guys. I had to consult a hint. It turns out that I had done everything correctly, but I missed what changed. You might remember that there were two blocked exits in the Magic Room. Well, I was supposed to come back and discover that I could get through one of them now that I set up all that stuff. As best as I can tell, there was no hinting about that. This seems difficult and obscure for its own sake.

I pass through that door and find myself in the throne room of a castle. The shadowy figure that I have been chasing all this time coalesces in front of me. He tells me that he was surprised to find me in Borphee because he knew (thanks to the time cube?) that I would be arriving here to meet him today. He also thanks me gathering all the cubes because he couldn't have done it himself. He had captured four of the cubes through intensive research, but by just manipulating me to go on a quest he was sure that I could gather them all. He then reveals the big truth: he is my Shadow, a copy of me created because of my immense magical abilities. He wants to use the cubes to come to life and rewrite the world in his image. He freezes me in place and brings the cubes together into a bigger cube, and then builds a second cube before merging them in some way creating a 4-dimensional hypercube. Finally, he takes the "magic" cube from me and plunges it inside just as his freeze spell wears off of me. There is no time to do anything because he leaps inside the cube (which the game calls a "tesseract") and becomes God incarnate and the game ends with -99 points. I guess I need to figure out a way to stop him.

On my next attempt, I try to throw the knife at him before he freezes me. That causes him to freeze me earlier which would seem to not be good, but then I also unthaw earlier. I try to cast the "girgol" spell to freeze him but he catches me before I can do it. It takes a few attempts, but there is one moment when he is near his final victory where he stops paying attention to me long enough that I catch him off guard. He is frozen and I have the tesseract, but what am I supposed to do with it. I put the "magic" cube in just as he did, but it doesn't seem to do anything. He wakes up soon and completes the ritual, taking over the world. I restore and try to jump into the cube myself because becoming a God seems like fun, but apparently I have a conscience that does not let me. I try putting other stuff in, but that doesn't work either.

Next time, I let him get further in the ritual and do not stop time until the absolute last moment before he jumps in. This time, since the "magic" cube is already in there, I find that I can remove it. What to do? I still can't jump in. I eventually put my sack in the spot because why not. That causes (somehow) the world to be remade (somehow) without magic as one of the elemental forces. I win! If you can call a life without magic, "winning". The shadow and magic cube disappear and I find myself back in Belwit Square with all of the now out-of-work guildmasters no longer frogs. I scored 600 of 600 points, earning the rank of "Scientist". But in a different way, I was a complete failure. How will the bakers make their pastries now with no magic?

Time played: 4 hr 45 min
Total time: 23 hr 05 min
Score: 600 of 600 (100%)

                                                                                                            

I blinded them with science.


Final Rating


I could harp on about how difficult this will be to rate, but let's just get on with it...

Puzzles and Solvability - This game ranks up there with Zork III as one of the greatest sets of puzzles I have ever played. There are good inventory puzzles at the beginning of the game, interesting uses of our spells, and stand-alone puzzles that have me still thinking about them days later. Several of the puzzles require good timing, but with a turn-based system this becomes just another avenue to explore rather than a frustration. By the end of the game, the puzzles had become too hard with the gold box puzzle a near-legendary example of a puzzle that is solvable if you know the rules but which you are very unlikely to trip over by accident. I also found the time travel puzzle at the end to be unsatisfying, in large part because I didn't really understand why I was doing any of that. Still, a near-perfect example of how to make good puzzles. My score: 7.

Interface and Inventory - What is left to say about Infocom's best-of-breed text adventure interface? Not much. This one gets special recognition for disabling the "save" function during the cube puzzle as well as the whole mechanic around writing on the cubes. So much of the game text was responsive to those cube descriptions and the game put real effort into making everything flow together. My score: 5.

Story and Setting - The game began as a chase, a hunt for an attacker that crippled the magical community of the world, but quickly became something else. We didn't really get to see the big picture of the story until around 60% in, but there were plenty of breadcrumbs to follow that suggested the ultimate plot. The setting remains the Great Underground Empire although we spend very little of this game underground. Things mostly (but not completely) fit together. My score: 5.

Sound and Graphics - No attempt was made to add ASCII art or any graphics of any kind. Alas, there is only one score I can give. My score: 0.

Environment and Atmosphere - I wish I could say that I felt that the environments came together, but even at the end there were too many disconnected areas. While some areas had fantastic atmosphere (the grue cave will remain one of my favorites), too much of the game felt disjointed. They could have done better. My score: 4.

Dialog and Acting - The prose was fantastic throughout, although the limited interaction we had with NPCs wasn't anything to write home about. Towards the end, the descriptions became even more evocative. I read through the Shadow's final speech three or four times because I loved it so much. My score: 5.

I am going to subtract one point for the impossibility of the gold box puzzle. That leaves us to tally it all up: (7+5+5+04+5)/.6 -1 = 42 points!


A final score of 42 places Spellbreaker at exactly the same level as Zork III which somehow seems right. While the former game had weaker puzzles, its atmosphere was moody and fantastic. This has the highest puzzles score of an Infocom game so far, but it had neither the writing of the Hitchhiker's Guide, the atmosphere of Wishbringer, nor was it as well-rounded as Planetfall. It's in the upper echelons of the Infocom catalog, but not quite at the top.

Up next will be the final game of Infocom as an independent company, Ballyhoo. It seems a strange game to end on, but I am looking forward to playing it for the very first time. Depending on timing, this may be before or after I pick up Batman Returns for the main cycle of games. See you soon.

PUBG 4 New Upcoming Updates Of 2019

PUBG  never stays back in surprising us. This time PUBG is bringing 4 new updates which will seriously shock you and will change the way you play the game.





  Though these updates are still a concept, PUBG is trying its best to convert these concepts into reality

               Below are the 4 surprising PUBG's new updates : 


1. RIOT SHIELD :
                                 
                     Before describing the riot shield, I must ask you if you have seen the official PUBG trailer video. If yes, then you might have seen a scene where a player was using a shield to protect himself from the bullets and grenades. If you have not watched the video, you can still watch it here.


Shield as seen in PUBG official video

                     PUBG Corp is trying to add this weapon into the game. But unlike pan(which also acts as a shield), the riot shield will have some health and after some firings or bursting of grenades, the shield will either break or just disappear.

2. Digital Binocular : 

                    A binocular will also be found in PUBG very soon. This digital binocular can zoom in up to 15×. It will help players to see up to a long distance and track enemies.

3. Truck vehicle : 

                   A new vehicle truck will also be added in the future. While playing PUBG you might have noticed destroyed or unusable trucks in various locations. A modified version of this truck will be added which will carry upto 8 persons.


Unusable Truck 

4. Harley Quinn and Joker outfit : 

               This was planned before the beginning of Season 4 but only the joker's hair was available in Season 5. But now there is a hope because we might be using it in Season 6.


Outfits


Note : Though there is no guarantee but the first three updates might be available in 0.13 update and the fourth update in Season 6.


Which of the above given updates,according to you, will be the most useful one and why? Please tell us in the comments section below.

۱۳۹۸ خرداد ۳, جمعه

My Presentation For DIGRA 2018 - Playing With A Brand: The Brazilian McDonald's Paper Tray Case

I want to share my expanded abstract for DIGRA conference 2018. I'll be in Turin in the next week for the event. =)

• • •

Playing with a brand: the Brazilian McDonald's paper tray case

Keywords:
McDonald's, board game, Facebook bot, paper tray, marketing

Taking communication, marketing and entertainment as leading and intertwining landmarks of contemporary culture, this paper discusses an advertising piece from Brazilian McDonald's restaurants, which uses a gaming interface to cast a branding message to its consumers. Acknowledging the prominence of digital networks in today's mediapolis (Silverstone 2006), where mass self communication (Castells 2009) poses new challenges to understanding current modes of sociability and consumption, our focus will be directed to one promotional board game presented in the paper used to protect the food tray in McDonald's Brazilian restaurants. Created by the Brazilian advertising agency DPZ&T and launched in October 2017, the game uses a "race to the end" mechanic and could be played from one to four players using a Facebook bot.


Figure 1: McDonald's promotional paper tray using a board game with a Facebook bot interaction.

To play the game, one player must scan the special code using the app "Facebook Messenger" in their smartphone. The code starts a special bot that sends quizzes, enigmas, and trivia questions about McDonald's to the players. Each correct answer allows players to advance their pawn in the trail. The player who wins the race receives one special chance to earn a prize (pack of French fries, ice cream etc.) from McDonald's.

In the first part of the presentation, following the thoughts of Fullerton et al. (2008 15-16), we analyze the game design process for a promotional game. Based on information provided by the agency, we discuss the conceptual stage and the necessity to align gameplay with the marketing message; we also discuss how a prototype is created in this case, and how the beta test sessions occurred. In the end, we present technical information about how the final version is implemented with the interface between the board game (in the paper tray) and the Facebook bot (in the smartphone).

In the second part of the presentation, we highlight the strategic use of entertainment languages by companies in their marketing campaigns in the contemporary scenario, and how social media and mobile devices contribute to accelerate the process in this ecosystem. Following the idea that the quotidian is filled with playgrounds (Bogost 2016) where we can access entertainment anytime/anywhere, we discuss how companies like McDonald's are managing these aspects to promote brand and sell products.

In conclusion, we present data and results from the McDonald's paper tray board game. Since the game uses a digital interface, it is possible to collect data from the players, geo-locating information and inserting questions about the brand to test how players know about the company. We discuss how these data collected can be used in future campaigns or new promotional actions using games.

BIO: Vicente Martin Mastrocola, PhD. works as a graduation level teacher at ESPM São Paulo (Brazil); Vicente also works as a game designer, developing games for mobile platforms and analogical board games/card games. In the first semester of 2016, he studied at Paneurópska vysoká škola (Paneuropean University) in Bratislava (Slovakia) as part of his doctorate research.



BIBLIOGRAPHY

Adams, E.; Rollings, A. (2009). Fundamentals of game design. New Jersey: Pearson Prentice Hall.
Bogost, I. (2016). Play anything: the pleasure of limits, the uses of boredom, & the secret of games. New York: Basic Books.
Bogost, I. (2010). Persuasive Games: The Expressive Power of Videogames. Cambridge: MIT Press.
Castells, M. (2009). Communication Power. Oxford: Oxford Press.
Fullerton, T., et al. (2008). Game design workshop: a playcentric approach to creating innovative games. Burlington: Morgan Kaufmann Publishers.
Silverstone, R. (2006). Media and Morality: on the rise of the mediapolis. Cambridge, UK: Polity Press.

#GoGamers

12 Best Highest Paying URL Shortener Sites to Make Money Online 2019

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Need For Speed: Rivals [Updated To V1.4.0.0 + MULTi11 + All DLCs] For PC [9.3 GB] Highly Compressed Repack

Need for Speed: Rivals - is a racing video game developed in a collaboration between Ghost Games and Criterion Games, and published by Electronic Arts. It is the twentieth installment in the Need for Speed series.


Erase the line between single player and multiplayer in this street-racing rivalry between Cops and Racers. Seamlessly join a world where your friends are already racing and chasing. Forget isolated game modes. There are no lobbies; no waiting. You and your friends can all share the same race as paths cross and experiences merge. The ultimate rivalry awaits, drive for glory as a Racer, or bust speedsters as a Cop. Either way, the streets are yours to rule. Download this video game on your computer for free and easily.
1. FEATURES OF THE GAME

• Epic drive: Imagine your race and friend's pursuit colliding, Creating the world where no two events feel the same.
High-stakes Rivalry: The racers are lone wolves out for glory; driving agile cars built for high-speed & Epic racing.
Experience a Speed that you can truly feel in the fastest racing game around, powered by the Frostbite 3 Engine.
Personalize your cars with the Performance and Style modifications & power up your car with the latest Upgrades.
Pursuit and Evasion Tech: Use the Latest Pursuit Tech and Modifications to change your Pursuit Escape strategy.

Game is updated to latest version
▪ Need for Speed: Rivals - Movie Pack
▪ Need for Speed: Rivals - Simply Jaguar
▪ Need for Speed: Rivals - Loaded Garage Pack
▪ Need for Speed: Rivals - Concept Lamborghini
▪ Need for Speed: Rivals - Koenigsegg One Pack
▪ Need for Speed: Rivals - Overwatch Bonus Stuff
▪ Need for Speed: Rivals - Ferrari Edizioni Speciali

2. GAMEPLAY AND SCREENSHOTS
3. DOWNLOAD GAME:

♢ Click or choose only one button below to download this game.
♢ You need μTorrent program to download torrent files, download here.
♢ View detailed instructions for downloading and installing the game here.
♢ Use 7-Zip to extract RAR, ZIP and ISO files. Install PowerISO to mount ISO files.

NEED FOR SPEED: RIVALS [v1.4.0.0 + MULTi11 + ALL DLCs] - DOWNLOAD LINKS
http://pasted.co/af29b5ae       https://pastebin.com/raw/9EYeguHE
PASSWORD FOR THE GAME
Unlock with password: pcgamesrealm

4. INSTRUCTIONS FOR THIS GAME
➤ Download the game by clicking on the button link provided above.
➤ Download the game on the host site and turn off your Antivirus or Windows Defender to avoid errors.
➤ When the download process is finished, locate or go to that file.
➤ Open and extract the file by using 7-Zip, and run the installer as admin then install the game on your PC.
➤ Once the installation is complete, run the game's exe as admin and you can now play the game.
➤ Congratulations! You can now play this game for free on your PC.
➤ Note: If you like this video game, please buy it and support the developers of this game.
Turn off or temporarily disable your Antivirus or Windows Defender to avoid false positive detections.








5. SYSTEM REQUIREMENTS:
(Your PC must at least have the equivalent or higher specs in order to run this game.)
• Operating System: Windows XP, Windows 7, Windows 8, Windows 8.1, Windows 10
• Processor: Intel 2.4 GHz Core 2 Duo, AMD 2.6 GHz Athlon X2 or faster

• Memory: at least 4GB System RAM
• Hard Disk Space: 30GB free HDD Space
• Video Card: AMD Radeon HD 3870 512Mb, NVIDIA GeForce 8800 GT 512 Mb or better
Supported Language: English, French, Italian, German, Spanish, Russian, Polish, Japanese, Dutch, Chinese, and Portuguese (Brazil) language are available and supported for this racing video game.
If you have any questions or encountered broken links, please do not hesitate to comment below. :D

Life Lessons From PUBG

PUBG. The first thing that comes in mind after listening to it is a battle-royale game. But PUBG has some connection to real life. We can learn many things from PUBG. PUBG can motivate us a lot. Below given are 20 life lessons that we can learn from PUBG:


pubg motivation
Motivation from PUBG

1. The blue zone is just an illusion. Life never gives a second chance. If anyone goes away from this world, then the person never returns.

            We know that once we are killed, we cannot return to the game. Though how much rich we are, we should accept that we are dead and no one in this world can save us.

2. Nothing is yours in this world. After your death, the scopes, weapons, clothes etc. that you collected in your life will remain here. 

         What is the meaning of life if we don't enjoy it? There are more things to do in life than just running after something!

3Never underestimate your enemies. You can never know who can kill you, at what time and where.

        So don't underestimate your enemies and prepare to beat them before they beat you.

4. The more resources we have, the more we survive.

       Start collecting resources and information about your enemies The more you collect, the more chances arrive that you beat them.

5. Sometimes you need others to revive yourself. So kill your ego and make your relationship stronger.

      Often people break their relations just to satisfy their ego. But relationships are far more important than our ego. Ego will make us alone in this social world.

6. It doesn't matter how strong you are. If you are not individually strong, you can lose any time.

      Teamwork is good but there will a  time when you have to fight alone. At that time if you are not individually strong, you won't live long.

7. You can never know when, how and where you can be attacked, so always be alert.

     You should be alert at all times. Enemies can attack at any moment and from anywhere. A little mistake can risk your life.

8. You have to either win or lose in your life, there is no option to run away. 

     You have to either kill the enemy or get killed. There is no option to run away. Running away proves that you are no more than a loser. 

9. Never leave your task undone or half-completed.

      Found your enemy? Just kill him or else he will kill you. Don't just let him go or he will be the cause of your death.

10. You have to kill your enemies as soon as you see them otherwise they will kill you.

      Found your enemy? Just kill him or else he will kill you. Don't just let him go or he will be the cause of your death.

11. Act or react whenever you get a chance.

     Count your actions. Act when your team needs your help. React when you find an enemy.

12. Always take calculated risks, never aim blindly.

      Take risks but don't just shoot blindly. If there is no reward for taking risks you better move away. Also, the reward should be worth the risks that you take.

13. Being in a shelter for some time will save you from enemies but to save yourself from the zone you have to get out of your comfort zone.

     Collect your weapons and equipment and just continue fighting, killing all enemies in your way. Come out of your comfort zone and achieve everything. 

14. Always try to be away from negative energy otherwise they will attack and kill you.

     Negative people will spread negativity everywhere. It is your duty to keep a distance from them. Be positive no matter what happens.

15. We should help our friends whenever they need help.

     It is also our duty to help our friends whenever they need us because if they have saved us it's our duty to pay them. 

16. Never let your enemies know your position or plans.


      Don't let your enemies know your future plans. Implement them secretly and let your success make the noise.

17. No work is completed with frustration, so try to remain cool and make quick decisions.

      Frustration and being angry is one of the reasons that you fail successively. Try to be calm and prove them wrong when you get the next chance.

18. In the last, the guy who is smartest, powerful and brave will win the chicken dinner.

        The guy who thinks smartly does proper plans and implements them correctly gets to taste the chicken dinner.

19. There is always one winner.

       You have to become that winner in order to taste chicken dinner. You have to defeat them all and become first.

20. Never depend on someone in your life. Follow your passion and show your talent to everyone in this world.

      Never depend on your friends/ family. Be independent, be strong, be unique and the world is yours.

So next time you play the game, think about it and motivate yourself. PUBG is not only a game but a motivational tool. Learn these life lessons from PUBG.

                       What motivation have you learned from PUBG? Comment us below as we are very curious to know it. 

How Free Games Like Pubg Earns Money?

Have you ever thought that how freely available games like PUBG or COC end up earning more money than paid games? So here how it earns money : 



۱۳۹۸ خرداد ۲, پنجشنبه

(218 MB) GTA Vice City Download For Free

(218 MB) GTA Vice City Download For Free




Screenshot



System Requirements of GTA Vice City Free Download

  • Tested on Windows 7 64-Bit
  • Operating System: Windows Vista/7/8/8.1/10
  • CPU: 800 MHz Intel Pentium III or 800 MHz AMD Athlon or 1.2GHz Intel Celeron or 1.2 GHz AMD Duron processor
  • RAM: 512MB
  • Setup Size:218 MB
  • Hard Disk Space:450 MB












Sherris Medical Microbiology, 7Th Edition - Fox eBook

Sherris Medical Microbiology, 7th Edition

Monkey Island 2: LeChuck's Revenge (MS-DOS)

Monkey Island 2 title screen logo
Developer:LucasArts|Release Date:1991|Systems:DOS, Mac, Amiga, FM Towns

This week on Super Adventures I'm playing LucasArts' legendary point-and-click adventure game Monkey Island 2: LeChuck's Revenge! Or LeChuck's Revenge: Monkey Island according to that logo up there. Either way around it's still going to screw up your meticulously organised alphabetically ordered game library.

Monkey Island 2 is a game that needs no introduction and to be honest it doesn't need any commentary or reviews either. The game's so famous and has been so thoroughly examined that anything I write about it here will be entirely redundant; I might as well just show off some screenshots and call it a day. But I just managed to find a few thousand words to type about bloody Star Wars the other day for my sci-fi site so now I feel like I can take on anything Lucasfilm can throw at me! Though the game development group had firmly switched over to the name 'LucasArts' by this point, making this the first in the series to have the iconic Golden Guy logo (there's no skit though).

I dug out my old Monkey Island Madness compilation CD for this and I'll be playing the game using ScummVM, because it's awesome. The disc also has a version of Monkey Island 1 on it that's been updated with CD quality music, but Monkey 2 only has the original MIDI soundtrack. Which is good, because it'd only screw up the dynamic iMUSE effect. Who'd even want to explore a pirate town without the music seamlessly shifting to give each area its own theme?

Alright, this is an adventure game, so by writing about the first hour or so of gameplay I'm going to inevitably end up giving SPOILERS for the early puzzles. I won't be ruining that ending for anyone who hasn't beaten it yet though... unless you've read my Curse of Monkey Island post, then I already have. Sorry.

Read on »

Pics From Fall In! 2018

I ran a Warmaster Revolution tournament this past Friday down at Fall In!, and played in an Epic Armageddon tournament on Saturday. Great games and great armies. Enjoy the pics!


Fall In! 2018 Warmaster Tournament



Fall In! 2018 Epic Armageddon Tournament