Cut-win
Cut-win is a new URL shortener website.It is paying at the time and you can trust it.You just have to sign up for an account and then you can shorten your URL and put that URL anywhere.You can paste it into your site, blog or even social media networking sites.It pays high CPM rate.
You can earn $10 for 1000 views.You can earn 22% commission through the referral system.The most important thing is that you can withdraw your amount when it reaches $1.- The payout for 1000 views-$10
- Minimum payout-$1
- Referral commission-22%
- Payment methods-PayPal, Payza, Bitcoin, Skrill, Western Union and Moneygram etc.
- Payment time-daily
Ouo.io
Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.- Payout for every 1000 views-$5
- Minimum payout-$5
- Referral commission-20%
- Payout time-1st and 15th date of the month
- Payout options-PayPal and Payza
Oke.io
Oke.io provides you an opportunity to earn money online by shortening URLs. Oke.io is a very friendly URL Shortener Service as it enables you to earn money by shortening and sharing URLs easily.
Oke.io can pay you anywhere from $5 to $10 for your US, UK, and Canada visitors, whereas for the rest of the world the CPM will not be less than $2. You can sign up by using your email. The minimum payout is $5, and the payment is made via PayPal.- The payout for 1000 views-$7
- Minimum payout-$5
- Referral commission-20%
- Payout options-PayPal, Payza, Bitcoin and Skrill
- Payment time-daily
Clk.sh
Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.- Payout for 1000 Views: Upto $8
- Minimum Withdrawal: $5
- Referral Commission: 30%
- Payment Methods: PayPal, Payza, Skrill etc.
- Payment Time: Daily
Short.pe
Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.- The payout for 1000 views-$5
- Minimum payout-$1
- Referral commission-20% for lifetime
- Payment methods-Paypal, Payza, and Payoneer
- Payment time-on daily basis
BIT-URL
It is a new URL shortener website.Its CPM rate is good.You can sign up for free and shorten your URL and that shortener URL can be paste on your websites, blogs or social media networking sites.bit-url.com pays $8.10 for 1000 views.
You can withdraw your amount when it reaches $3.bit-url.com offers 20% commission for your referral link.Payment methods are PayPal, Payza, Payeer, and Flexy etc.- The payout for 1000 views-$8.10
- Minimum payout-$3
- Referral commission-20%
- Payment methods- Paypal, Payza, and Payeer
- Payment time-daily
Short.am
Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.Wi.cr
Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.- Payout for 1000 views-$7
- Minimum payout-$5
- Referral commission-10%
- Payout method-Paypal
- Payout time-daily
Linkrex.net
Linkrex.net is one of the new URL shortener sites.You can trust it.It is paying and is a legit site.It offers high CPM rate.You can earn money by sing up to linkrex and shorten your URL link and paste it anywhere.You can paste it in your website or blog.You can paste it into social media networking sites like facebook, twitter or google plus etc.
You will be paid whenever anyone will click on that shorten a link.You can earn more than $15 for 1000 views.You can withdraw your amount when it reaches $5.Another way of earning from this site is to refer other people.You can earn 25% as a referral commission.- The payout for 1000 views-$14
- Minimum payout-$5
- Referral commission-25%
- Payment Options-Paypal,Bitcoin,Skrill and Paytm,etc
- Payment time-daily
CPMlink
CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.- The payout for 1000 views-$5
- Minimum payout-$5
- Referral commission-10%
- Payment methods-Paypal, Payza, and Skrill
- Payment time-daily
Linkbucks
Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.- The payout for 1000 views-$3-9
- Minimum payout-$10
- Referral commission-20%
- Payment options-PayPal,Payza,and Payoneer
- Payment-on the daily basis
Adf.ly
Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.Shrinkearn.com
Shrinkearn.com is one of the best and most trusted sites from our 30 highest paying URL shortener list.It is also one of the old URL shortener sites.You just have to sign up in the shrinkearn.com website. Then you can shorten your URL and can put that URL to your website, blog or any other social networking sites.
Whenever any visitor will click your shortener URL link you will get some amount for that click.The payout rates from Shrinkearn.com is very high.You can earn $20 for 1000 views.Visitor has to stay only for 5 seconds on the publisher site and then can click on skip button to go to the requesting site.- The payout for 1000 views- up to $20
- Minimum payout-$1
- Referral commission-25%
- Payment methods-PayPal
- Payment date-10th day of every month
LINK.TL
LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.- Payout for 1000 views-$16
- Minimum payout-$5
- Referral commission-10%
- Payout methods-Paypal, Payza, and Skrill
- Payment time-daily basis
Sister Encouraging Sister to reach their Destiny. Plus other fun things that happen in life.
Friday, March 29, 2019
The Ultimate List of The 14 Best URL Shortener Services 2019
The Argument Hour, With Seth And TC
I listen to a lot of game industry podcasts.
Many of them are just people talking about games they like, or games they're looking forward to. There's never been a lot of design focused podcasts... a few have cropped up over the years, some better than others. I listen to the following pretty regularly that actually talk about the design of games:
Ludology
Board Game Design Lab
Building the Game
Game Designers of North Carolina
There are a few others as well, but I still always thought there was room for designers talking about the nitty-gritty of game design. I've always wanted to participate in something like that, but I didn't want to figure out how to do hosting and editing myself, and I would have wanted another voice to talk to (rather than just monologueing).
I mentioned something about this on social media a couple of months ago, and I got some interest from game designer, podcaster, and boardgame twitter personality, T.C. Petty III. Then Isaac Shalev of On Board Games contacted us, offering to edit and host such a podcast on On Board Games, should T.C. and I decide to record one.
And so was born The Argument Hour, with Seth and TC!
The Argument Hour is a segment I've started doing with TC Petty III on the On Board Games podcast, where T.C. and I pick a topic related to board game design, and we basically argue about it for while. Then we do our twist on a game review. I don't like the idea of unilaterally saying whether a game is good or bad, so our reviews are more of a mechanical look at the game in question, and then our opinion on what kind of player that game would be good for.
We've done two episodes so far, and then went on a hiatus while I spent 6 weeks in the hospital while my new baby boy was in the ICU, but I hope we can get together again soon to record another one.
Episode 1 dealt with the "Alpha Player Problem" (whether it even exists), and included a brief review of Kingdomino.
Episode 2 was all about honing/returning to the well/designers revisiting ideas. The review that time was The Voyages of Marco Polo.
So if you read this blog, maybe you'd be interested in this. Give them a listen and enjoy!Leave a note here with comments and suggestions...
Many of them are just people talking about games they like, or games they're looking forward to. There's never been a lot of design focused podcasts... a few have cropped up over the years, some better than others. I listen to the following pretty regularly that actually talk about the design of games:
Ludology
Board Game Design Lab
Building the Game
Game Designers of North Carolina
There are a few others as well, but I still always thought there was room for designers talking about the nitty-gritty of game design. I've always wanted to participate in something like that, but I didn't want to figure out how to do hosting and editing myself, and I would have wanted another voice to talk to (rather than just monologueing).
I mentioned something about this on social media a couple of months ago, and I got some interest from game designer, podcaster, and boardgame twitter personality, T.C. Petty III. Then Isaac Shalev of On Board Games contacted us, offering to edit and host such a podcast on On Board Games, should T.C. and I decide to record one.
And so was born The Argument Hour, with Seth and TC!
The Argument Hour is a segment I've started doing with TC Petty III on the On Board Games podcast, where T.C. and I pick a topic related to board game design, and we basically argue about it for while. Then we do our twist on a game review. I don't like the idea of unilaterally saying whether a game is good or bad, so our reviews are more of a mechanical look at the game in question, and then our opinion on what kind of player that game would be good for.
We've done two episodes so far, and then went on a hiatus while I spent 6 weeks in the hospital while my new baby boy was in the ICU, but I hope we can get together again soon to record another one.
Episode 1 dealt with the "Alpha Player Problem" (whether it even exists), and included a brief review of Kingdomino.
Episode 2 was all about honing/returning to the well/designers revisiting ideas. The review that time was The Voyages of Marco Polo.
So if you read this blog, maybe you'd be interested in this. Give them a listen and enjoy!Leave a note here with comments and suggestions...
Real GTA 4 APK+OBB Download
SO THE WAIT IS FINALLY OVER
(But if you dont want to waste your internet or time then please read full post)
Many devices are not supported for this gta 4 android apk if you want to know why so read this post click here to read so if you dont want to waste your data dont download the obb file just download the apk and check if your device is supported or not if the apk says "not supported device" then dont download obb file it will not work on your device IM SORRY and if it does not say "not supported device" then download the obb file and enjoy gta 4 in your android device ???? (it has only three cities not full map)
About GTA 4 -
Grand Theft Auto IV is an action-adventure video game developed by Rockstar North and published by Rockstar Games.
It is the eleventh title in the Grand Theft Auto series, and the first main entry since 2004's Grand Theft Auto: San Andreas. Set within the fictional Liberty City (based on New York City), the single-player story follows a war veteran, Niko Bellic, and his attempts to escape his past while under pressure from loan sharks and mob bosses. The open world design lets players freely roam Liberty City, consisting of three main islands.
The game is played from a third-person perspective and its world is navigated on-foot or by vehicle. Throughout the single-player mode, players play as Niko Bellic. An online multiplayer mode is included with the game, allowing up to 32 players to engage in both co-operative and competitive gameplay in a recreation of the single-player setting.[b] Two expansion packs were later released for the game, The Lost and Damned and The Ballad of Gay Tony, which both feature new plots that are interconnected with the main Grand Theft Auto IV storyline, and follow new protagonists.
Development began soon after the release of Grand Theft Auto: San Andreas and was shared between many of Rockstar's studios worldwide. The game introduced a shift to a more realistic and detailed style and tone for the series. Unlike previous entries, Grand Theft Auto IV lacked a strong cinematic influence, as the team attempted an original approach to the story. As part of their research for the open world, the developers conducted field research around New York throughout development and captured footage for the design team.
Now lets come to download links and other things
So finally in this post i gave you the dpwnload link of gta 4 android if want to see gameplays then watch this video (gameplay)
I did a hard work on this game and finally all of my work is done
But the problem is many devices are not supported and i cannot fix that if u want to know more about not supported devices i again recommend you read this
INSTRUCTIONS ????
1.First of all check if your device is supported or not
2.If it is supported downloaded the obb files and ejoy
HOW TO DOWNLOAD⬇⬇
1.Click On "download now"and then fill in the correct CAPTCHA At Cut Urls
2.Then Click "click here to continue"Then Wait 5 Seconds Then Scroll Down And Click On Get Link
3.If New Tabs Open Close Them And Return To Cut Urls Tab And You'll Be Redirected To Download link
4.Download Apk First And Check ypur device is supported or not
5.if supported download obb zip file extract it by ZArchiver To Internal/Android/Obb
DOWNLOAD SECTION ⬇⬇⬇
DOWNLOAD APK ⬇⬇
DOWNLOAD OBB⬇⬇
So guys that's it if this work on your device then GREAT if it doesnt then sorry i tried my best :(
Switching Brains And Putting The Cart Before The Horse: EvoCommander, An Experimental AI Game
One of the best ways to make AI that is relevant to game development is to (1) make the AI and (2) make a game around the AI. That is, design a game that needs this particular flavor of AI to work.
To most people in the game industry (and far too many people in academia), this is the equivalent of putting the cart before the horse. The "proper" way to do game AI is to start with a requirement, a problem posed by the game's design, and then come up with some AI to solve this.
But many great innovations would never have been made if we insisted on putting the horse before the cart all the time. And making AI that solves the problems of existing game designs often leads to boring AI, because most games are designed to not need very interesting AI. It's more fun to turn things around - start with the AI and design a game that will need that AI, to prove that such a game design can be interesting.
I am definitely not the first person to think that thought. In particular, Ken Stanley has been involved in a couple of really interesting academic experiments in designing games around evolutionary neural networks, or neuroevolution. NERO is a game where you train the brains of a small army of troops, and then let your army fight other people's armies. Galactic Arms Race (with Erin Hastings as main developer) revolves around picking up and learning to use bizarre weaponry, which is evolved based on players' choices. Petalz (the offspring of my good friend Sebastian Risi and others) is a social network game about flowers, powered by actual evolution. I've been involved in a couple of such attempts myself, such as Infinite Tower Defense which uses several different AI mechanisms to adapt to the player's strategy and preferences, creating an ever-shifting challenge.
Of course, there are several examples of commercial games that seem to have been built partly to showcase interesting AI as well, including classics such as Creatures and Black and White. And there are many games that have chosen non-standard, AI-heavy solutions to design problems. But it would take us too far to dig deeper into those games, as I think it's about time that I get to the reason I wrote this blog post.
The reason I wrote this blog post is EvoCommander (game, paper). EvoCommander is a game designed and implemented by Daniel Jallov, while he was a student at ITU Copenhagen under the supervision of Sebastian Risi and myself; we also contributed to the game design.
EvoCommander's game play revolves around training your little combat robot, and then unleashing it against human or computer-controlled enemies. The robot's brain is a neural network, and training happens through neuroevolution. You train the robot by giving it a task and deciding what it gets rewarded for; for example, you can reward it for approaching the enemy, using one of its weapons, or simply keeping distance; you can also punish if for any of these things. Like a good dog, your little robot will learn to do things so as to maximize reward and minimize punishment, but these things are not always what you had in mind when you decided what to reward. Unlike a game like Pokemon, where "training" is simply progression along a pretermined skill trajectory, in EvoCommander training really is an art, with in principle limitless and open-ended outcomes. In this regard, the premise of the game resembles that of NERO (mentioned above).
A key difference to that game, and also a key design innovation in EvoCommander, is the brain switching mechanic. You can train multiple different "brains" (neural networks) for different behaviors, some of which may be attacking tactics, others tactics for hiding behind walls etc. When battling an opponent, you can then decide which brain to use at each point in time. This gives you constant but indirect control over the robot. It also gives you considerable leeway in selecting your strategy, both in the training phase and the playing phase. You may decide to train complicated generic behaviors (remember that you can start training new brains from any brain you trained so far) and only switch brains rarely. Or you may train brains that only do simple things, and use brain switching as a kind of macro-action, a bit like a combo move in Street Fighter.
As an experimental research game, EvoCommander is not as polished as your typical commercial game. However, that is not the point. The point is to take an interesting AI method and show how it can be the basis for a game design, and in the process invent a game design that would not be possible without this AI method.
You are welcome play the game and/or read the paper yourself to find out more!
Further reading: I've written in the past about why academia and game industry don't always get along, and strategies for overcoming this. Building AI-based games to show how interesting AI can be useful in games is one of my favorite strategies. An analysis (and idea repository) for how AI can be used in games can be found in our recent paper on AI-based game design patterns.
To most people in the game industry (and far too many people in academia), this is the equivalent of putting the cart before the horse. The "proper" way to do game AI is to start with a requirement, a problem posed by the game's design, and then come up with some AI to solve this.
But many great innovations would never have been made if we insisted on putting the horse before the cart all the time. And making AI that solves the problems of existing game designs often leads to boring AI, because most games are designed to not need very interesting AI. It's more fun to turn things around - start with the AI and design a game that will need that AI, to prove that such a game design can be interesting.
I am definitely not the first person to think that thought. In particular, Ken Stanley has been involved in a couple of really interesting academic experiments in designing games around evolutionary neural networks, or neuroevolution. NERO is a game where you train the brains of a small army of troops, and then let your army fight other people's armies. Galactic Arms Race (with Erin Hastings as main developer) revolves around picking up and learning to use bizarre weaponry, which is evolved based on players' choices. Petalz (the offspring of my good friend Sebastian Risi and others) is a social network game about flowers, powered by actual evolution. I've been involved in a couple of such attempts myself, such as Infinite Tower Defense which uses several different AI mechanisms to adapt to the player's strategy and preferences, creating an ever-shifting challenge.
Of course, there are several examples of commercial games that seem to have been built partly to showcase interesting AI as well, including classics such as Creatures and Black and White. And there are many games that have chosen non-standard, AI-heavy solutions to design problems. But it would take us too far to dig deeper into those games, as I think it's about time that I get to the reason I wrote this blog post.
The reason I wrote this blog post is EvoCommander (game, paper). EvoCommander is a game designed and implemented by Daniel Jallov, while he was a student at ITU Copenhagen under the supervision of Sebastian Risi and myself; we also contributed to the game design.
A mission being played in EvoCommander. |
EvoCommander's game play revolves around training your little combat robot, and then unleashing it against human or computer-controlled enemies. The robot's brain is a neural network, and training happens through neuroevolution. You train the robot by giving it a task and deciding what it gets rewarded for; for example, you can reward it for approaching the enemy, using one of its weapons, or simply keeping distance; you can also punish if for any of these things. Like a good dog, your little robot will learn to do things so as to maximize reward and minimize punishment, but these things are not always what you had in mind when you decided what to reward. Unlike a game like Pokemon, where "training" is simply progression along a pretermined skill trajectory, in EvoCommander training really is an art, with in principle limitless and open-ended outcomes. In this regard, the premise of the game resembles that of NERO (mentioned above).
Fierce PvP battle in the EvoCommander arena. |
The robot bootcamp, where you train your brains. |
You are welcome play the game and/or read the paper yourself to find out more!
Further reading: I've written in the past about why academia and game industry don't always get along, and strategies for overcoming this. Building AI-based games to show how interesting AI can be useful in games is one of my favorite strategies. An analysis (and idea repository) for how AI can be used in games can be found in our recent paper on AI-based game design patterns.
Thursday, March 28, 2019
Stuck In The Middle
I read this Tenkar's Tavern post yesterday, but this is my first opportunity to respond.
Yeah, the middlemen get squeezed. Those seeking neutral ground will eventually see themselves taking up less and less space. And that's a shame. Because politics shouldn't intrude on everything... especially a leisure pursuit like roleplaying games.
To be clear, I'm also a moderate, a centrist, a classical liberal who'd rather not get involved in the culture wars of increasing polarization. But it wasn't so long ago that free speech, rationality, the rule of law, and focusing on gaming were nonpartisan issues that everyone could agree on.
That is not what's happened over the last 3 or 4 years. Social media is everything and everything has been influenced (corrupted?) by politics. The more radical, the better... according to the loudest and least compromising among us.
Any clearheaded person can see that Erik Tenkar contributes to the RPG HIC (Hobby/Industry/Community). And Pex, as Erik's mouthpiece, has every right to post links to whatever the Tavern is talking about at the moment. Those SJWs over on Discord can believe what they want... because they're creating a reality all their own.
If Erik and Pex hadn't distanced themselves from me, I'd be there to fight alongside them. But instead, they chose to throw the baby out with the bathwater and are now being ostracized within certain segments of the HIC because not enough babies were thrown. Yes, also a subtle jab at post-birth abortions that's now part of mainstream Democrat policy!
Hoist on their own petard. Sad, but not unexpected. Live together or die alone, as Lost so eloquently stated. Meanwhile, I'll be here patiently waiting for my apologies. Fighting the good fight. Designing games and doing my za'akier thing.
Good luck to everyone who wants to stay on the sidelines, where it's "safe," and go about their business without getting involved. Eventually, you too will be swept up in the mob. Wake up before you suddenly find your head upon the guillotine of social justice!
VS
Done With Amos Yee
Given that I had previously supported Singapore's dissident blogger Amos Yee, I feel a responsibility to comment on the revelations that he has endorsed the legalization of child pornography and sexual relations between adults and minors. As free speech advocate, I not only believe in the right of people to speak, even people we detest, without undue interference, but that the righteous must use our speech to counter the poisonous ideas others wish to spread. To think that one who's unjust imprisonment violated the UN Convention's Rights of the Child, would then endorse the violation of the rights of other children. Yee has rightfully gained asylum in the United States, but I recommend that all those who supported his release, utilize their own free speech to condemn his filth in the strongest possible terms.
In a series of tweets, Yee decided to extrapolate on his views of child pornography, which sound like the ramblings of a disgruntled NAMBLA member, "Child porn is not rape, children can give consent to fucking. If you can provide evidence that all child porn is non-consensual, show it." He also said, "Children should have the rights to fuck, the high possibility of them making a regrettable decision is not enough to take away their rights." When confronted, Yee tends to weasel his way out of this position, saying that he only advocated for sex between adults and thirteen or fourteen year olds. This is wrong on so many fronts. The first is that this still counts as statutory rape in many regions. The second is that statutory rape laws tend to differentiate between teens having sex with one another, and teens having sex with adults. The third is that he routinely referred to "children", not teens, in his arguments, and has himself tweeted, "If you're fucking a baby and he moves away in fear, that's rape don't do it. If he likes it continue possibility is low but still." Yee, thinking that he had eloquently rebutted any arguments against child pornography, then proceeded to prove Godwin's Law and refer to his critics as a "bunch of bloody fascists." Talk like this is disgusting, and reveals him less provocative intellectual, and more churlish edgelord.
Some will argue that he's only eighteen, and many adolescents tend to carry reactionary and ill-informed viewpoints. This is true, but I knew no one, and I mean no one, in middle school or high school, even the worst of them, who would've advocated for child pornography in the slightest. I couldn't imagine being friends with such a kid. I'd argue that, given he's still young, it's all the more important that he be held to account for his regressive views, lest he keep them into adulthood. In this respect, Yee's critics are doing him a good favor in the long run. If Yee fancies himself smart enough to criticize religion and government, then he'd better be damn well smart enough to know that child pornography is among the most grotesque forms of rape.
To Singaporean critics of the government, you have lost an activist. Yee had certainly brought up important points of debate regarding free speech laws and the legacy of Lee Kuan Yew, but his inconsistency on human rights have destroyed his credibility. You don't need cretins like him in the fight for more equal rights, indeed, you're probably better off. To the skeptic community, I ask that we look in the mirror, and decide whether or not critiquing religion and liberalism is sufficient criteria to overlook reprehensible behavior. While the skeptic convention, Mythicist Milwaukee, disinvited Yee for standing by his child pornography comments, they saw little issue with inviting a "rational skeptic" who subsequently boasted of taunting a sexual assault victim, and received applause.
Amos Yee fought for his free speech and won it, but even in America, free speech comes with consequences. Here, we do not imprison or fine those who hold views we despise. Instead, we expose, critique, and alienate their positions, depriving them of oxygen, until those holding them are left dishonored and ashamed.
Wednesday, March 27, 2019
Treasures Of The Savage Frontier - PC (MS-DOS) - 1992
Treasures of the Savage Frontier marks the end of the road for SSI's Gold Box engine. It has given good service over the nine AD&D (and two Buck Rogers) games starting with Pool of Radiance in 1988. There have been a couple of hiccups along the way, but for the most part the series has been very good.
This game is the follow up to Gateway to the Savage Frontier released the previous year. The main things I remember about Gateway was the step backwards the Gold Box engine took and the contrived ending. This time I am playing the DOS version as the VGA graphics are a big improvement over the 16 colours displayed on the Amiga. Things got off to an inauspicious start when I had to create my party using the awkward character designer. Picking the icons was so much easier in The Dark Queen of Krynn.
Indeed, it seems like Treasures of the Savage Frontier used a Gold Box engine several versions older than the last couple of games:-
The manual says that Amanitas has magically transported your party, the Heroes of Ascore, to the city of Llorkh. Zhentarim survivors from the last game are battling the resident dwarves for control of the city. You have been summoned to aid the dwarves in defeating the Zhentarim and are then to visit Amanitas in Secomber.
Amanitus was the mage in Gateway to the Savage Frontier who told us where to go next. He does this again but this time we can communicate with him via a magic crown so we don't need to travel to Secomber each time we complete a task.
As the game goes on it is revealed that the Zhentarim, Hosttower Mages and the Kraken society have joined forces with the goal of taking over the region. The Lord's Alliance is made up of a dozen cities who have grouped together to combat common threats in the area. The evil union is intent on breaking up the Alliance using kidnapping, deception and subterfuge to set the cities against one another. They have also framed the Heroes of Ascore as traitors.
Miscellaneous notes...
I can't say I'm sorry to see the back of this. |
Indeed, it seems like Treasures of the Savage Frontier used a Gold Box engine several versions older than the last couple of games:-
- You have to press (M)ove to enter a move mode and then (E)xit before you can perform any other actions. In most of the games you can simply use the cursor keys or the mouse to move.
- You have to quit the game and restart in order to load a saved game.
- It's not so easy to move around with the mouse - the cursor no longer changes to show your intended direction in the 3D window.
- The graphics aren't as good as The Dark Queen of Krynn which was also released in 1992.
- This last point affects all Gold Box games - what is described is not what you see in the first person view.
Description vs reality. |
The manual says that Amanitas has magically transported your party, the Heroes of Ascore, to the city of Llorkh. Zhentarim survivors from the last game are battling the resident dwarves for control of the city. You have been summoned to aid the dwarves in defeating the Zhentarim and are then to visit Amanitas in Secomber.
Amanitus was the mage in Gateway to the Savage Frontier who told us where to go next. He does this again but this time we can communicate with him via a magic crown so we don't need to travel to Secomber each time we complete a task.
As the game goes on it is revealed that the Zhentarim, Hosttower Mages and the Kraken society have joined forces with the goal of taking over the region. The Lord's Alliance is made up of a dozen cities who have grouped together to combat common threats in the area. The evil union is intent on breaking up the Alliance using kidnapping, deception and subterfuge to set the cities against one another. They have also framed the Heroes of Ascore as traitors.
Miscellaneous notes...
- Combat has been tweaked by occasionally adding fresh opponents or friendly NPCs to a battle already in progress. This can make the fights a little more interesting.
- Some higher level items of magic equipment have been given names such as Sword of Stalking +4, Squid Shield +2 and Redflame Armour +2. I'm not sure if they are imbued with extra abilities.
- I kept picking up loads of Lucky Papers during the game. Without knowing what they were for I didn't want to throw them away...
- It turned out you can read them with three coloured crystals, one each from a Zhentil Lord, a Hosttower Sorceress and a Kraken Master. If you meet them in battle and kill one of the enemies you can pick up their crystal. The remaining opponents smash theirs. To collect them all you have to ensure you kill a different type of opponent first. Lucky papers show the enemy objectives in each town. I guess you can use these if you want to complete any city quest out of order. I didn't.
- There is a cheesy romance between the main character and a recruited NPC. It doesn't detract from the plot but doesn't really add anything either.
*barf* |
- There were at least a couple magic stores that sold the whole gamut of +1 weapons and armour. I don't recall seeing one in any of the other gold box games apart from the occasional store that sold wands, potions and scrolls.
After completing quests in all the cities it was off to Mirabar to meet with the Councilors of the Lord's Alliance and to prove our innocence. This brought up the usual end game screens with pages of reading...
What came next seemed disconnected from the main quest and felt like it was tacked on afterwards. We were tasked with retrieving a magical gem from the hoard of a long dead (yeah, right) dragon. This was to be found in Ice Peak in the far north of the overworld map.
The dragon's lair was located in a maze-like area on the far side of a one way door - once in you can't get out.
Alas, I was unable to finish the game due to an impossible penultimate battle. You are attacked by three groups made up of blackrobed mages, spies and masters. The blackrobed mages and blackrobed spies always get the jump on you and have a propensity for casting hold monster and hold person spells. The blackrobed masters finish off held characters and disrupt my mages spells. I'm lucky if I can get through the first round with half my party able to move. Having a hasted party, invisible characters, and even turning the level down to Novice makes no difference to the outcome. After many failed attempts I watched a couple of 'Let's Plays' on YouTube to see how it was done. The videos showed the players being attacked by two groups of four and one group of five. I had this...
Thirteen opponents would have been doable, twenty-five were not. If anyone has any ideas please let me know*.
Although I couldn't complete the game I did like it. Contemporary reviews weren't very kind calling it more of the same. This is fine by me as I like the series. Also, I found Treasures of the Savage Frontier was refreshing as it took us back to where Hold Person and Stinking Cloud spells still worked and my starting characters couldn't yet cast Fireballs.
It was not quite the fitting end to the series I had hoped for but I still enjoyed it. Here's hoping SSI's Dark Sun engine games are just as good.
*Addendum
After finishing writing this entry I did go on to complete the game. I needed to load up my final save just to confirm the names of the enemies in the 'unwinnable' battle so I didn't bother buffing. I decided to have a go anyway and was lucky enough to get off two fireballs before the enemy started to cast, so disrupting most of their spellcasters. Their first volley of 'holds' only affected a couple of my party. Some friendly dwarves and extra enemies turned up and I eventually won with only three dead characters. The end game....
Having no chance to rest or heal we were thrown into a battle against Freezefire. This was an ancient dragon that once terrorised the realm. After the last battle it was disappointingly easy. Although it had a -8 AC, it only had 56 hit points and was not immune to magic. It went down within two rounds managing to hit only one accompanying dwarf with some kind of cold attack.
"You do realise this game doesn't have a sequel don't you?"
The End
Tuesday, March 26, 2019
Apply Now To Be A GDC 2019 Conference Associate!
Apply Now To Be A GDC 2019 Conference Associate!
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