Ask each customer if they have Covid-19. If they say no, ask if they would like to pre-order Covid-19. Explain the benefits of pre-ordering. Upsell them on Covid-19 insurance (to protect their Covid-19) and a subscription to Game Informer.
Anil Kheda, 24, of the Netherlands, is charged with one count of conspiring to commit computer intrusion and one count of making extortionate interstate threats.
‘Gamergate’ controversy shines spotlight on the ugliest part of gaming culture.
Game fishers are predicting one of the best seasons in 30 years, but are wary about publicising their big catches online due to growing criticism about the sport.
Icelandic actor and strongman Hafthor Bjornsson set a world record for the deadlift on Saturday when he lifted 1,104 lb (501 kg), over half a metric tonne, at Thor’s Power Gym in Iceland.
Bjornsson, best known for his portrayal of Ser Gregor “The Mountain” Clegane on Game of Thrones, broke the record previously held by Briton Eddie Hall who in 2016 became the first man to lift 500kg
The actress played Yara Greyjoy on the HBO fantasy series
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The life of a New York video game enthusiast who died from complications of the coronavirus was celebrated with a virtual service on Nintendo’s hit video game: “Animal Crossing: New Horizons.”
Gamescom has wrapped up but we’re just getting started! Final Fantasy XII remaster rumors and eczema outbreaaks were leading the headlines, but Blizzard, not one...
Game theory helps calculate the probabilities of an outcome in adversarial situations, and we use several games as models – but now there’s one that can cover many situations
Game-maker sold 21 million of the console units in the year ended March, beating its own estimate and expectations of roughly 20 million.
Exploring the world, going on an adventure or practising life in quarantine, online games are providing much more than just entertainment in lockdown.
Gamers are brushing up on their art history knowledge to spot Redd's counterfeit creations
COLUMBIA, S.C. (AP) -- South Carolina freshman Aliyah Boston has won the Lisa Leslie Award given to the top center in women’s college basketball.
Games! Tech Advisor's Lewis Painter and Dom Preston school Henry Burrell and Techword's Scott Carey on the haps from E3.
What does E3 stand for? What is a rabbid? Which games have eagles in them? All the issues.
Scott then talks us through Uber's latest mishaps, which by now are not funny - will the company survive the mess its CEO has led it into?
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GAME OF THRONES may be looking for distraction during lockdown with pubs and clubs across the UK lockdown. Many people are missing their usual pub quiz, so here are 15 questions about the HBO series if for your very own virtual pub quiz.
It’s a stealth adventure with nowhere to hide and hundreds of respawning enemies waiting to attack you the moment you stand out in any way
I haven’t always been the kind of man who plays videogames. I used to be the kind of boy who played videogames. We’re inseparable, games and I. If you cut me, I’d bleed pixels. Or blood. Probably blood, come to think of it.
Games get a bad press compared with, say, opera – even though they’re obviously better, because no opera has ever compelled an audience member to collect a giant mushroom and jump across some clouds. Nobody writes articles in which opera-lovers are mocked as adult babies who never grew out of make-believe and sing-song; obsessive misfits who flock to weird “opening nights” wearing elaborate “tuxedo” cosplay outfits.
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Three years ago Japanime released an English version of Dynamite Nurse (originally published in 2011) via Kickstarter. Although we added this take-that deck building game to our collection earlier this year, it took a bit of time to find some friends from our various gaming circles willing to play the game given the boundary pushing artwork. The character illustrations are in the style of anime - colorful and detailed - but bordering on pornographic.
In making a case for the game's merits, I pointed out that Dynamite Nurse is centered on strong female characters (sure, the nurses are barely clothed and poses provocatively but they’re the main focus of the game and hold all the power). Also, the game has an interesting storyline. In Dynamite Nurse, players take on the role of nurses competing to save patients who have been severely wounded while out exploring dungeons. Fun fact: in an odd parenthetical note, the rulebook states the characters are actually doctors that are simply referred to as nurses in the fantasy realm of the game.
Components for Dynamite Nurse include 214 double sided glossy cards, 30 cardboard tokens, and a 34 page rulebook. You’ll definitely want to sleeve the cards for frequent use.
Gameplay is straightforward and easy to learn. In the first phase of each player’s turn, they do the following:
(1) play cards from their hand
(2) decide between treating patients in their hospital or purchasing a new card to add to their discard pile
These two main actions can be done in any order. If a player elects to treat patients, the treatment points on cards in their hand are used to conduct surgery (to fully heal a patient and add them to their victory point pile) or treat with care (to bring a critical care patient about to die to stronger health, while still leaving them in their hospital for further treatment). If electing to buy a card, a player is limited to purchasing a single card from the purchase decks, as is common in a traditional deck builder.
In the next phase of a player’s turn, they draw a patient from the Dungeon Deck and lay them out in the back of the ambulance, ready to be moved to a waiting hospital. When a patient is admitted to the ambulance, they are tagged with the hospital marker of one of the players, signifying they are under the care of that nurse. If there is no room in the ambulance for the patient (the ambulance can hold a number of patients equal to the number of players in the game), instead of drawing a patient from the Dungeon Deck, the patient in the front of the ambulance is flipped over, entering critical condition. This is bad for the player whose hospital tag is on that patient as the patient may eventually die and accrue Kill Mark Cards (also known as penalty points) for the associated player.
To wrap up a player’s turn, they complete hospital admissions (optional) and check for patients in critical condition in their hospital. If a player decides to admit patient(s), they move one or more patients tagged with their hospital token with from the ambulance to their hospital. Admissions must be carefully balanced as a hospital only has 2 beds. If there are more patients than beds available, the player must select a number of patients equal to the bed shortage and put them in critical condition. Patients in critical condition are at risk for death if bed shortages continue over subsequent turns.
The title of Dynamite Nurse is held by the player with the most dead patients. It’s initially acquired by the first player to have a patient die. It’s a traveling status, in that, it will immediately shift to any player whose dead patient count exceeds the player who previously held the title. The designation provides some strategic advantages during the game (perhaps as a catch up mechanism) but earns -2 victory points at the end of the game for the player still holding the title.
The game ends when either the Dungeon Deck or the Kill Mark Card deck runs out. A player wins by amassing the highest victory point total. Victory point formula: healed Patient Card VP total – Kill Mark Card penalty point total.
Dynamite Nurse is subject to a bit of analysis paralysis, but it’s very limited because the pressing tasks required to keep from losing (treating sick patients) clearly take priority.
I really enjoyed the gameplay here. It was competitive without being too complicated, which is just how I like my card games to be (card games always have a bit more of a casual feel to me and I turn to them when I want a relaxing game). We had a lot of laughter during our games and the take-that actions didn’t upset anyone too much as they were pretty evenly distributed among all players. I love almost everything about Dynamite Nurse. That being said, I’m disappointed Japanime doesn’t publish a family-friendly version of the game so that I can play with a wider audience. I’m not naïve; I understand that racy artwork adds to the appeal for a certain demographic but the sexualization of the characters in Dynamite Nurse isn’t subtle – it’s right in your face on every card and a major turn off for players who are more conservative, have strong feelings about portraying women as sexual objects, or those who want to play the game with the under 18 crowd. There is no way we could play this with our kids and it’s only because of the artwork. During one of our games, we spent four minutes debating what the inanimate object was between one of the nurse’s legs pressed up against her panties (cell phone was the consensus but one of my friends insisted it was a cheese grater). Another minor complaint - we found the included rulebook to be a bit confusing. Multiple times we had questions that the rulebook did not seem to provide a clear answer on and so our group had to come to a agreement on a house rule. For example, under Transport, the rulebook notes to draw a Patient Card from the top of the dungeon and place it in the ambulance in “the furthest location from the dungeon”. As the dungeon is left of the ambulance, this would mean placing the card to the right of any existing patients in the ambulance like so:
D P1 P2 P3 NewPatientHere
However the drawing two pages later in the rulebook meant to illustrate how to transport shows the new patient being added to the ambulance in the the location closest to the dungeon like so:
D NewPatientHere P3 P2 P1
Aside from the rulebook confusion and the risqué illustrations, Dynamite Nurse is a compelling game that can be played in under an hour. I’m giving it a OUI rating (take note Japanime – the rating will climb to a OUI OUI should a family friendly version be released).
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Publisher: Japanime Games
Players: 3-5
Actual Playing Time (vs the guideline on the box): About an hour
Game type: deck building, take-that
Rating:
Jenni’s rating scale:
OUI: I would play this game again; this game is ok. I probably would not buy this game myself but I would play it with those who own it and if someone gave it to me I would keep it.
OUI OUI: I would play this game again; this game is good. I would buy this game.
OUI OUI OUI: I LOVE THIS GAME. I MUST HAVE THIS GAME.
NON: I would not play this game again. I would return this game or give it away if it was given to me.
(California Court of Appeal) - Petition for writ of mandate denied in a case where The People of California filed suit to enjoin the plaintiff from noncompliance with the Unfair Competition law. Plaintiff sought the writ of mandate after its motion to remove the action from Riverside County was denied by the trial court.
Events like Melbourne's Australian Open attract spectators from interstate and overseas, causing a spike in tourist numbers. Does the tournament also appear to boost other parts of the tourism sector?
The Game of Thrones drama ends today for millions of fans, but in one Aussie household it will live on for this pampered pooch which has its own GoT-inspired iron throne.
Many people assume that the videogame seller will go the route of book, music, and video stores, reports Joshua Brustein at Bloomberg Businessweek.
Chance for Birmingham tennis lovers to learn from the world’s number one doubles coach.
Daily Echo gaming reviewer Ian Crump reviews the latest games.
A game assembly includes a cube that may be manipulated thereby facilitating the cube to be selectively launched at a goal during game play. The cube has a plurality of intersecting sides. The cube may travel in an unpredictable direction when the cube is struck during game play thereby enhancing difficulty of the game play. The cube comprises an inner core and an outer surface. The inner core is comprised of a resiliently compressible material such that the cube may bounce. The outer surface is comprised of a deformable material.
A game assembly includes a plurality of cards. Each of the cards has a first side and a second side. The first side has indicia being printed thereon. The indicia comprise an image of biblical characters. A box is provided and the cards are stored within the box. The box has a top side and the top side is open to access an interior of the box. The box has an outer surface and the outer surface has indicia printed thereon. The indicia corresponding to the box comprise words. A lid is removably positioned on the top side such that the lid closes the box.
Game systems and methods of use thereof. Such a game system includes a pair of game boards each having a platform that defines an inclined surface, a pair of stakes each configured to protrude from one of the surfaces of the game boards, and at least two sets of game pieces, each game piece having two weighted tossable objects tethered to one another by a connecting member, each set of game pieces being readily identifiable from the other. A game may be played by tossing the game pieces towards the surfaces of the platforms and calculating a score based on the interaction between the game pieces and the stakes of the game boards and their surfaces, wherein the game ends when a predetermined total score is reached.
Systems and methods for use in playing biotic games having a biologically active material as a component. Various games that provide for one or more human players to interact with biologically active materials are disclosed. The game apparatus includes a replaceable cartridge having a chamber in which a biologically active component such as a single-celled organism or a biologically active compound is contained. A stimulus controller accepts instructions from a human user and provides a stimulus to the biologically active component. A response receiver accepts a signal indicative of a response of the biologically active component. A display is provided to display to the user information indicative of the response of the biologically active component, and a game score. A computer-based game controller includes a set of pre-defined rules of play that define a game and that comprise pre-defined rules of scoring for the game.
In a board- or computer-implemented game, each of two opposing players is associated with a set of markers distinguishable from the markers associated with the other player. The markers are initially set up in an array of mutually perpendicular rows and columns of allowable marker positions, with the markers of each player being in two adjacent rows and a V-shaped pattern composed of two oblique rows extending from an apex toward end markers in a second of the two rows. Players take turns, moving markers to unoccupied allowable positions, optionally jumping their own markers, and optional jumping and capturing an opponent's marker or markers.
A game calling device including a mouthpiece having inlet and outlet portions and holes between the inlet and outlet portions, whereby sounds having varied pitch and intensity can be generated. The game calling device also includes an inner tubular member that at least partially houses a reed and configured to be selectively positioned on the axial direction of the reed so that the emitted sound can be varied based at least on the position of the inner tubular member along the reed and thereby allowing the game calling device to be used hands-free.
Game processing apparatus comprising: an indication generator operable to generate an indication of a sequence of target actions to be executed by a user;a detector operable to detect user actions executed by said user;comparison logic operable to compare said target actions with said user actions to determine whether said target actions have been successfully completed by said user actions; andscoring logic operable, when in a non-scoring mode, to detect a first pattern of target actions that have been successfully completed with respect to target actions that have not been successfully completed, as determined by said comparison logic, said scoring logic entering a scoring mode upon detection of said first pattern, said scoring logic operable, when in said scoring mode, to detect a second pattern of target actions that have been successfully completed with respect to target actions that have not been successfully completed, as determined by said comparison logic, said scoring logic entering said non-scoring mode upon detection of said second pattern, said scoring logic operable to generate a score for said user when said scoring logic is in said scoring mode, said score being dependent upon said determination by said comparison logic.
For decades, two-player (antagonistic) games on graphs have been a framework of choice for many important problems in theoretical computer science. A notorious one is controller synthesis, which can be rephrased through the game-theoretic metaphor as the quest for a winning strategy of the system in a game against its antagonistic environment. Depending on the specification, optimal strategies might be simple or quite complex, for example having to use (possibly infinite) memory. Hence, research strives to understand which settings allow for simple strategies.
In 2005, Gimbert and Zielonka provided a complete characterization of preference relations (a formal framework to model specifications and game objectives) that admit memoryless optimal strategies for both players. In the last fifteen years however, practical applications have driven the community toward games with complex or multiple objectives, where memory -- finite or infinite -- is almost always required. Despite much effort, the exact frontiers of the class of preference relations that admit finite-memory optimal strategies still elude us.
In this work, we establish a complete characterization of preference relations that admit optimal strategies using arena-independent finite memory, generalizing the work of Gimbert and Zielonka to the finite-memory case. We also prove an equivalent to their celebrated corollary of great practical interest: if both players have optimal (arena-independent-)finite-memory strategies in all one-player games, then it is also the case in all two-player games. Finally, we pinpoint the boundaries of our results with regard to the literature: our work completely covers the case of arena-independent memory (e.g., multiple parity objectives, lower- and upper-bounded energy objectives), and paves the way to the arena-dependent case (e.g., multiple lower-bounded energy objectives).
Gamer Style is a media focused in covering the scope of the video game and film industries; aimed to achieve the highest prestige as an official source of information, opinion and original content.Gamer Style’s staff is integrated by passionate, committed...
 https://www.nps.gov/grca/learn/news/news-2009-06-05-game-reserve.htm
Game Closure San Francisco, Mountain View, Tokyo, Remote - Full Time Game Closure is on the hunt for Senior Game Engineers to help us build the social games that will be tomorrow’s biggest hits on Facebook and other social media platforms. We are a growing team with offices in San Francisco and Mountain View, California, Tokyo, Japan and also some possibilities for remote work. If you want to join us to make great games on our cutting edge technology and truly make an impact, then we want to talk to you! Game Closure game engineers make polished, high-performance HTML5 mobile games. We want people who are proficient with JavaScript and who are passionate about making fun social games to be played by millions! As a Game Engineer at Game Closure, you will build games internally on top of our cutting-edge and open source devkit. In addition to building kickass instant games, you will play a pivotal role in creating a platform which will revolutionize the future of game development. It's always a bonus if you know more than JavaScript! We write cross-compilers, GPU shaders, NodeJS backends, JavaScript game APIs and tools, and whatever else it takes. You will work with the best engineers in the world; we have top talent in every part of our stack. The Role: Be responsible for designing, developing and deploying major game features Own game feature areas from end-to-end Be the champion for the user! Insist on the highest standards and create functional and engaging features that will delight our users Be part of a tight game development team looking to iterate fast on a fun concept and then building it out Have real input on end-user product Be a key member of a high performing software engineering team Collaborate with design, engineering and production teams to devise optimal engineering solutions to game requirements Hands on architect and coder for sophisticated client/server systems for mobile gaming Innovate and iterate on process, systems and technology to deliver world-class social games Be a leader; Identify and articulate technical and production risks and obstacles, as well as generate solutions! Desired Skills: Bachelor's degree in Computer Science or related field, or equivalent experience. 3+ years of professional software engineering experience, working on cross functional teams. Proven effectiveness in directing or delivering production software for high quality games with at least one shipped game product of which you were a primary contributor (self published titles are acceptable). Capable of JavaScript + HTML5 to create custom, interactive, user experiences that are enjoyable on all HTML5 browsers. Proficient at using script debuggers like Chrome Debugger. Strong Computer Science fundamentals in object-oriented design, algorithms, and data structures. Advanced software engineering skills, including the ability to write maintainable and robust code in a p popular object oriented language. Solid familiarity with analytics and A/B testing in mobile games Familiarity with git, svn or other VCS. Self starter, analytical and creative Strong team player with a positive attitude. Good communication skills and the ability to work effectively on shared projects with designers, artists, testers, product managers and other developers. Check out Everwing on Facebook Instant Games in Messenger. Can you build this game? Understanding of the reactive UI paradigm and experience building UIs using reactive UI frameworks (such as React, and state management Utilities like Redux). Bonus: Canvas animation work 2+ years of game development experience with multiple shipped titles Specialized skills in a particular area of game development (for example: UI, Physics, graphics, multiplayer, game logic, etc.) Expert knowledge of TypeScript GC Perks: Medical, Dental, & Vision: Top quality insurance options with 100% of premiums covered Social Events: Weekly team dinners, quarterly team excursions, game nights, karaoke, and more Commuter Pass + Free Parking: Your commute and parking to the office is on us! PTO: Unlimited vacation policy Meals: Free daily lunches, well stocked kitchen, healthy snacks and drinks Pet-Friendly Office: Bring your pets to work to foster a friendlier and happier workplace Play our games! www.gameclosure.com
Game Closure San Francisco, Mountain View, Tokyo, Remote - Full Time Game Closure is on the hunt for backend / systems engineers to help us build the services and infrastructure that power our social games that are played by millions of people every day on Facebook, Viber, Line and other messaging platforms. We are a growing team with offices in Mountain View and San Francisco, California, Tokyo, Japan and some possibilities for remote work. If you want to join us to make great games on our cutting edge technology and truly make an impact, then we want to talk to you! As a Systems Engineer at Game Closure, you will play a pivotal role in creating a platform to revolutionize the instant games development industry. Our engineers are generally amazing at something and great at everything else. We write scalable backend systems, cross-compilers, JavaScript / TypeScript game APIs and tools, and whatever else it takes. No matter what you work on each day, you will work with the best engineers in the world; we have top talent in every part of our stack. The Role: Be a key member of a high performing software engineering team. Architect and code sophisticated client/server systems for instant gaming. Play a critical role in day-to-day coding, performance profiling, optimization, and general troubleshooting. Collaborate with design, engineering, and production teams to devise optimal engineering solutions to game requirements. Learn from and mentor other engineers on your team. Take ownership of your projects to make them the best they can possibly be. Provide valuable input on the company’s long-term engineering roadmap and help identify areas of opportunity for improvement. Define the cutting edge of social gaming! Desired Skills: Bachelor’s degree in Computer Science or related field, or equivalent experience. 3+ years of professional software engineering experience. Experience writing clean, testable, high-quality code and designing highly scalable systems in production. Solid familiarity with deployment on cloud environments (AWS, GCP, Azure, etc.). Strong Computer Science fundamentals in software systems design, algorithms, and data structures. Ability to interact with peers in a constructive and productive style. Familiarity with git, svn, or other VCS. Good communication skills and the ability to work effectively on shared projects with designers, artists, testers, product managers, and other developers. Strong team player with a positive attitude. Bonus: Expert knowledge of NodeJS and ES6 / TypeScript. DevOps experience -- setting up CI/CD environments, orchestrating deployments, creating monitoring dashboards, anything that makes the development process easier, more enjoyable and more accountable. Experience in game development and shipped titles. GC Perks: Medical, Dental, & Vision: Top quality insurance options with 100% of premiums covered Social Events: Weekly team dinners, quarterly team excursions, game nights, karaoke, and more Commuter Pass + Free Parking: Your commute and parking to the office is on us! PTO: Unlimited vacation policy Meals: Free daily lunches, well stocked kitchen, healthy snacks and drinks Pet-Friendly Office: Bring your pets to work to foster a friendlier and happier workplace Fitness: Free onsite yoga classes Play our games! www.gameclosure.com