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The Ultimate List of The 14 Best URL Shortener Services 2019

  1. 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

  2. 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

  3. 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

  4. 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

  5. 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

  6. 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

  7. 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

  8. 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.
  9. 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

  10. 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

  11. 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

  12. 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.
  13. 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

  14. 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

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Mega Man The Board Game

Game: Mega Man The Board Game
Manufacturer: Jasco Games
Year: 2015


Personal History:
I love video games and am simultaneously very bad at many of them, particularly if they require any kind of timing or dexterity. As such, while I've played various Mega Man games many times over the years, I'm horrible at them.

That has not stopped me from loving the visual style of Mega Man though. When this game first appeared on Kickstarter I was excited about it, but when they started releasing significant stretch goals that require a one hundred forty dollar pledge to obtain, I backed away. My love of board game adaptations of video games has a limit.

That limit turned out to be seventy five dollars. I had been watching auctions of used copies on Ebay for a while, and saw this one pop up. With a "flash sale" coupon, after shipping this set cost me seventy five dollars. It was purchased with money made while selling some other stuff on Ebay too, so I did my little "expensive thing justification dance" and pulled the trigger.


Condition:
Everything was complete and in pretty close to new shape with the exception of a signed art print which originally came with the game at this pledge level. The original owner didn't have it, and I didn't care, so all was well.



Gameplay:
(Note: I will be discussing the game as though I had and used none of the extra Kickstarter or expansion items. Those will be discussed later in the review)

To begin, each player places his Mega Man pawn on the start space of one of the six Robot Master boards. Like in the original video games players must clear a level and defeat the Robot Master boss before moving to the next one.


Each level is comprised of a series of challenges. Challenges are described on "Challenge Cards", and give the player a series of requirements they must complete to move to the next space in the level. These cards indicate how many minions are present, what special actions might occur during the battle or upon losing, and which dice must be rolled in order to complete the mission.


On his turn the player flips the next card in the challenge deck for the level he's currently on.  A symbol at the top indicates how many of which minion to add to the challenge (minions have their own cards and will be discussed below). Another large panel on the card indicates what modifiers to this particular challenge exist. On the bottom, three panels indicate which die faces will be needed to roll to complete the challenge.


The "Threat" number on each player's character card indicates how many dice a player is able to use on his turn. The player will choose a number of dice for the current challenge and roll those die, applying dice to the challenge requirements when possible, and activating any other actions that the card might indicate. If all of the challenge requirements have been met then the player has passed the challenge and discards that card, moving forward one space on the level. The player may then select another challenge card and, if he has enough unused dice, attempt to pass this challenge too.


While the above is the basic way a challenge is defeated, it's rarely that simple. Each player has a had of cards which may be applied to the challenge. The player will of course play cards which help them complete the challenge's objective, however the opposing players will be able to play cards which make the active player's job harder. The active player alone and the opposing players as a group are limited in the cards they can play by a cost value printed on the upper right of each card. They may only play a total value of cards up to the value printed on the same area of the challenge card.


Minion cards also make completing a challenge more difficult. A player must roll a starbust image on one of his dice in order to destroy the minion, otherwise the minion deals damage to the player. Opponents may also play cards which activate a minion's special power, resulting in additional damage or limitations for the active player. To help, the active player my spend "Weapon Energy" cubes to reroll as many dice as he'd like in the hopes of getting a more favorable result.


When a player completes enough challenge cards to make his way to the final space on the level he must compete in a Boss Battle against the Robot Master that rules that level. Each Robot Master has its own special attacks which are rolled by opponents. Boss Battles have slightly different rules for playing cards, and players may also use special attacks gained from previously defeated Robot Masters. Once a Robot Master is defeated the player gains his card, his plastic figure if it's the first time it's been defeated, and then moves to the starting space of a different level.


Each player uses a series of tokens and a cardboard dial to keep track of energy, weapon energy, and lives. Energy is lost through attacks from minions and card effects, and lives are lost by losing challenges and boss battles. When a player has lost all of his lives he removes his figure from the board and restarts it the next turn at the beginning of a level with full lives and energy.


Once a player has defeated at least two Robot Masters he may enter Dr. Wiley's Castle in an attempt to defeat Dr. Wiley. Dr. Wiley's castle works generally like a normal level except for two differences. First, players may choose to fight any Boss Battle instead of a regular challenge in the hope of winning and collecting that boss's special attack. Second, Dr. Wiley must be defeated twice in order to win the game.


So How Is It?:
So the popularity of this game is very squarely centered on the mini figures that come with it. I mentioned the stretch goals at the beginning of this review, and most of those stretch goals were for additional miniatures. The retail base game comes with Dr. Wiley and his six Robot Masters, as well as six identical Mega Man pawns. The Kickstarter campaign and various add-ons also added several Mega Man pawns in new positions, gold versions of several of the figures, Dr. Light, Roll, Proto Man, Rush, two more Robot Masters (Time Man and Oil Man from a PSP game), the large Yellow Devil boss and sculpted versions of all of the minions. It is indeed a big collection of cute little toys, however I have to say they're much cheaper looking and feeling in hand than I had expected. A bit of a let down but they are still neat.


Still, it's a much more visually fun game than it otherwise could have been because of the extras. The most unfortunate part is that this game take forever to play. For-ev-er. If you have several people playing at once a level can take forty five minutes or more to get through, and while the actual gaming needed to get through a level is fine, it's really only fine for a game that's about that long in total. By the time one player is finally able to beat one level I can pretty much guarantee that everyone is sick of playing this game and ready to move on to something else.


This is a shame of course because there's a TON of other evil robots that could have been added to an enjoyable Mega Man game. As it is, the Time Man & Oil Man expansion is likely to be the only one, and all it does is possibly make a game that's too long even longer. That expansion also allows the game to be played with as many as eight players, and I can't even begin to imagine how long an eight player game of Mega Man would take.


I can't help but think that just a little bit of careful editing could have made this game some much more fun. A few less things to consider when completing a challenge card perhaps. As we played we almost always rolled all of the available dice because after opponents cards, Dr. Wiley penalties, attached minions and just generally unhelpful rolls there was almost zero times where anyone felt confident enough to attempt a second challenge card on his turn. The need to complete five challenges just to attempt one of the "at least" two boss battles you must complete in order to then go and complete ANOTHER level, while endlessly waiting for your opponents to do the same, is just so repetitive and draggy that any amusement you felt in the initial rounds is quickly ground down to a tired determinism to just have SOMEONE finish the game before you die.


I'm being a little sarcastic, but only a little. Really one should treat this game as a big box of collectibles with a boring game attached. And that's really unfortunate.

Final Verdict:
There will likely never be a Mega Man board game more lovingly designed than this one, which is a pity since the game here is so long and dull. If you love Mega Man and just want something to put on a shelf then this is an instant win for you. If you're hoping for a good game experience though look elsewhere. It scores an "Average" 3/5 mostly because it's hard to divorce how nice it looks from how tedious it is.

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The Differences Between Tinkering And Research

Some of us have academic degrees and fancy university jobs, and publish peer-reviewed papers in prestigious journals. Let's call these people researchers. Some (many) others publish bots, hacks, experimental games or apps on blogs, web pages or Twitter while having day jobs that have little to do with their digital creative endeavors. Let's call those people tinkerers.

So what's the difference between researchers and tinkerers?

This is a valid question to ask, given that there are quite a few things that can be - and are - done by both researchers and tinkerers. Like creating deep neural nets for visual style transfer, creating funny Twitter bots, inventing languages for game description and generation, writing interactive fiction or developing Mario-playing AIs. These things have been done by people with PhDs and university affiliations, and they have been done by people who do this for a hobby. Anyone can download the latest deep learning toolkit, game engine or interactive fiction library and get cracking. So why is this called research when the academic does it, and just a curious thing on the Internet when a non-academic does it?

Let me start by outlining some factors that are not defining the difference between tinkering and research.

First of all, it's not about whether you work at a university and have a PhD. People can do excellent research without a PhD, and certainly not everything that a PhD-holder does deserves to called research.

Second, it's not because research always is more principled or has a body of theory supporting it. Nor is there typically a mathematical proof that the software will work or something like that. It's true that there are areas of computer science (and some other disciplines) where research progresses trough painstakingly proving theorems building on other theorems, and I have a lot of respect for such undertakings, but this has little to do with the more applied AI and computer science research I and most of my colleagues do. On a technical level, much of what we do is really not very different from tinkering. Some of it is good code, some of it bad, but typically there is a good (or at least interesting) idea in there.

Third, it's not really the publication venue either. It's true that most of us would trust a peer-reviewed paper in a good conference or journal more than something we find on a blog, and peer review has an important role to fulfill here. But what was once a sharp boundary is now a diffuse continuum, with a myriad of publication venues with different focus and different degrees of stringency. Quite a few papers make it through peer review even though they really shouldn't. Also, the traditional publication process is agonizingly slow, and many of us might just put something online right away instead of waiting until next year when the paper comes out. (I personally think it's prudent to always publish a peer-reviewed paper on substantial projects/artifacts I contribute to, but I sometimes put the thing itself online first.) It is also becoming more common to post preprints of papers on places such as arXiv as soon as they are done, and update them when/if the paper gets accepted into a journal or conference.

So we are back to square one. What, then, is the actual difference between tinkering and research? Let me list four differences, in order of decreasing importance: scholarship, testing, goals and persistence.

Scholarship

Probably the most importance difference between tinkering and research is scholarship. Researchers go out and find out about what other people have done, and then they build on that so they don't have to reinvent the wheel. Or if they do reinvent the wheel, they explain why they have to reinvent the wheel and how and why their wheel is different from all the other wheels out there. In other words, researchers put the thing they have done into context.

For example, almost seven years ago I made some experiments with evolving neural networks to play Super Mario Bros, and published a paper on this. The work (and paper) became fairly well-known in a smallish community, and a bunch of people built on this work in their own research (many of them managed to get better results than I did). Last year, some guy made an experiment with evolving neural networks for Super Mario Bros and made a YouTube video out of it. The video certainly reached more people on the internet than my work did; it makes no mention of any previous work. Seen as tinkering, that work and video is good work; seen as research, it is atrocious because of the complete lack of scholarship. The guy didn't even know he was reinventing the wheel, and didn't care to look it up. Which is fine, as it was probably not meant as research in the first place, and not sold as such.

Good scholarship is hard. It is easy to miss that someone tackled the same problem as you (or had the same idea as you) last year, or 5 years ago, or 50. People use different words to describe the same things, and publish in out-of-the-way places. Once you found the literature you must read it and actually understand it in order to see how it is similar to or differs from the idea you had. Because good scholarship is not just listing a number of previous works that are vaguely related to what you, but rather telling a believable, coherent and true story where all those previous works fits in, and your own work makes a logical conclusion. Therefore good scholarship takes a lot of searching and reading, a lot of time and effort. It's no wonder that lots of people don't want to spend the time and effort, and would rather get on with the tinkering.

It's common for incoming PhD students and other students to question the need for the scholarship when they could spend their time writing code. So let me go through some reasons for doing good scholarship, in order increasing importance. (Beyond wanting to get a PhD, of course.)

The perhaps most immediately important reason is common civility and courtesy. If you do a thing and tell the world about it, but "forget" to tell the world that person X did something very similar before you did it, then you are being rude to person X. You are insulting person X by not acknowledging the work she or he did. Academics are very sensitive to this, as proper attribution is their bread and butter. In fact, they will generally get offended even if you fail to cite other people than themselves. Therefore, the easiest way to get your papers rejected is to not do your related works section.

What about someone who doesn't care what academics think, or about getting published in peer-reviewed journals and conferences? Any point in spending all that time in front of Google Scholar and reading all that technical text written by academics with widely varying writing skills? Yes, obviously. Knowing what others have done, you can build on their work. Stand on the shoulders of giants, or at least atop a gang of midgets who have painstakingly crawled up on the shoulders of taller-than-average people. The more you know, the better your tinkering.

But to see the primary reason to do our scholarship before (or during, or after) tinkering we must lift our eyes beyond our own little fragile egos (yours and mine). It is about the accumulation of knowledge and progress on the scale of the human species. If we learn from each other, we can ultimately push the boundaries of what we collectively know forward and outward; if we don't learn from each other, we are bound to do the same things over and over. And it's way more likely that others will learn from you if you make it clear how what you are doing is different from (and maybe better than) what was done before.

So if you want your little hack or bot or whatnot to contribute to science, in other words to the evolution of humanity, you should do your scholarship.

Testing

Here's another big thing. A tinkerer makes a thing and puts it out there. A researcher also tests the thing in some way, and writes up what happens. Tests can take many shapes, as there are many things that can be tested - it depends on what you want to test. Generally the test is about characterizing the thing you made in some way. It could be performance on some sort of benchmark. Or a quantitative characterization with statistics from running your thing multiple times. Or maybe a user study. Or why not a qualitative study, where you really take your time to interact with your software and describe it in detail. The point is that if something is worth making, it's also worth studying and describing. If you don't study it when you're done, you're not learning as much as you could. And if you don't describe it well, nobody else will learn from it.

Interestingly, the tinkering and testing can sometimes be done by different people. There are quite a few academic papers out there that systematically study software that other people built but did not care to study in detail. This ranges from performance analysis of someone else's sorting algorithm, to large parts of the academic field of game studies.

Goals

Why do you tinker? Because of the thrill of trying something new? To hone your skills with some tool or programming language? To build useful tools for yourself or others? To get attention? To annoy people? Because you had an idea one night when you couldn't sleep? All of these are perfectly valid reasons, and I must confess to having had all those motivations at point or another.

However, if you read a scientific paper those are usually not the stated reasons for embarking on the research work presented in the paper. Usually, the work is said to be motivated by some scientific problem (e.g. optimizing real-value vectors in high-dimensional spaces, identifying faces in a crowd, generating fun game levels for Super Mario Bros). And that is often the truth, or at least part of the truth, from a certain angle.

While tinkering can be (and often is) done for the hell of it, research is meant to have some kind of goal. Now, it is not always the case that the goal was to get the result that was eventually reported. A key characteristic of research is that we don't really know what the results will be (which is why most grant applications are lies). Sometimes the result comes first, and the goal afterwards. Fleming did not set out to discover Penicillin, but once he did it was very easy to describe his research as solving an urgent problem. Also, he had been working on antibacterial compounds for a long time following different leads, so he recognized the importance of his discovery quickly.

Usually, goals in research are not just goals, but ambitious goals. The reason we don't know what the results of a research project will be is that the project is ambitious; no-one (as far we know) has attempted what we do before so our best guesses at what will happen are just that: guesses. If we understand the system so well that we can predict the results with high accuracy, chances are we are tinkering. Or maybe doing engineering.

Of the papers I've written, I think most of them started with some kind of problem I wanted to solve, so in other words a goal. But many others have been more opportunistic; we had a technology and an idea, and wanted to see what happened because... well, it sounded like a cool thing to do. Interestingly, I have never found it a problem to describe the research as if we had a particular goal in mind when we did it. This is probably because I always keep a number of high-level goals in mind, which implicitly or explicitly help me shape my research ides. This brings us to the next difference between research and tinkering.

Persistence

You know Einstein's paper that established the special theory of relativity? A guy in his twenties, having published one a few papers before, publishing a single paper that revolutionized physics? Most papers are not like that.

Most papers report tiny steps towards grand goals. Results that are not in themselves very exciting, but hopefully will help us sometime in the future solve some problem which would be very exciting to solve. Like generating good video games from scratch, curing cancer or algorithms that understand natural language. The vast majority of such breakthroughs don't just happen - they are the results of sustained efforts over years or decades.  Recent progress we have seen in Go-playing builds on decades of research, even though it is sometimes reported as a sudden move by DeepMind.

Tinkerers are content to release something and then forget about it. Researchers carry out sustained efforts over a long time, where individual experiments and papers are part of the puzzle.

Doing research therefore requires having goals on different time scales in mind at any given time, and being able to extract high-level goals from level-goals, and seeing where new results fit into the bigger scheme of things. That is why I consider my attempts (together with colleagues) to chart out the research field and establish grand challenges as some of my most important. See, for example, our paper on challenges for procedural content generation, or on challenges for neuroevolution in games, or our attempt to structure all of research on AI in games.

Interestingly, when I started doing research I did not think I had much persistence at all. I also did not understand how much it was needed. Both of these realizations came later.

Acknowledgements

This post was inspired by my recent reading of Matti Tedre's "The Science of Computing", a history of the debates about what computer science actually is. He argues that computer science has variously been seen as mathematics, engineering and science, and that this debate has gone back and forth for as long as there has been computing researchers, with no clear end in sight. Reading the book, I felt that most of my research is not science, barely engineering and absolutely not mathematics. But I still think I do valuable and interesting research, so I set out to explain what I am doing.

The post was also inspired by discussions and arguments with a number of my colleagues, some of which have rather exclusionary ideas of what Science is and how Truth should be attained; and others who don't seem to think there's much difference between a blog post and a journal paper and who question the need to do all of the boring parts of research. I hope I have been able to make a good case for doing good research.

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Dead Space 3 Highly Compresed In 990 Mb Part

           Dead Space 3 Free Download

Dead Space 3 Free Download PC Game Set up for Windows. It is a alien invasion but this time you are not alone in protecting and defending.
Dead Space 3 PC Game Overview


Dead Space 3 is developed by EA Red Wood and presented by EA Games. Dead Space 3 is the game based on the perfect story line and plot. This game is getting a lot more better and better. It is the third version of the game and the story still continues. The best feature of this game is that in this game there is another team member. Who has a lot of skills and weapon expertise. The game is all about killing the aliens. This time the game has a whole new level. This time its not much easy to just kill the alien but the aliens themselves have evolved into some different creatures with power and strength. The game is a true addiction and is a lot better than the previous versions. With the new entry of your friend that aliens have been powerful too. So this war wont be easy. It will be a tough one and you have to do the missions with strategies and team work. There are other games similar like it that you may love to play are called Dead Space 2.

The Graphics and visuals of the Dead Space 3 Free Download are really amazing and are the best and appreciable ones. The pixels of the theme are really amazing, although the game is a little dark but sometimes you may experience the best colors. The sound effects of the game are really amazing and the background sound is really interesting and adjusted on the perfect scenarios. The more interesting fact is that the ending of the game is really full of suspense and you wouldn't have expected that. Another game you may like is called League of Legends. First part of this game Dead Space 1 is already uploaded in our site.


Features of Dead Space 3 PC Game


Following are the main features of Dead Space 3 that you will be able to experience after the first install on your Operating System.
  • The graphics and visual effects are amazing
  • The aiming of the game is really different
  • The weapons technology introduced in the game is amazing
  • The maps of the game are really amazing
  • The more you will play the more you will get addicted

System Requirements of Dead Space 3 PC Game


Before you start Dead Space 3 Free Download make sure your PC meets minimum system requirements


  • Operating System: Windows XP/ Windows Vista/ Windows 7/ Windows 8 and 8.1
  • CPU:Pentium D 840 3.2 GHz
  • RAM: 1 GB
  • Hard disk Space: 10 GB


Dead Space 3 Free Download
Click on below link to start Dead Space 3 Free Download. It is a full and complete game. Just download and start playing it. We have provided direct link full setup of the game.

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Link 5 - Size 270 Mb

   Password - www.pocketgames.ir


                          Full Edition


2 Second Link


All Link 2 Gb And Last Part 990 Mb

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Pasword - bitdownload.ir


                                                       How To Install


Bye Bye............




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Panzer Elite Ostpak Version II By Daskal

Possibly one of the best tank warfare simulators ever to be created, Steel Fury is also a candidate, though, for me Panzer Elite is my first choice. The huge variety of theatres, missions and machines alone is reason enough. You are able to fight the war from 1939 through to 1945, if you and crew survive.




Ostpak is my favourite to play, especially the early years, I think it was originally called the blitz pack. There are such great collection of models created by the rivet counters that made up Panzer Elites community.




I have changed very little with regards to their models, I have, where possible added new 3d wheels to all of the vehicles also some model additions, luggage and other subtle improvements for those vehicles involved in the early war years in the battle for the East.




It was my love of this early war version of Panzer Elite that I recall as one of my earlier encounters with PE in the late 90's and with the help of Brit44 and Slomo I was able to modernise the panzer's on both sides to give me a more enjoyable experience.




When Daskal asked for the models to add to Ostpak I was happy for them to see the light of day, as my many attempts to get Slomo to help me revamp Ostpak where put on the back burner while he finished Normandy44 and the desert missions.

So Daskal stepping up was very fortuitous for me, Ostpak and Panzer Elite





Link Ostpak 2

Panzer Elite continues with a refreshed instalment of Ostpak, thanks to Daskal.

Brit44Aldo for keeping the game alive and working on modern machines and countless other tasks, without him there is no Panzer Elite today.

Also the many contributors that went into making Ostpak, some of whom are no longer with us, rest in peace dear brothers in arms.

Alas my very dear friend Chris Slomo Williams has now passed away, rest in peace.








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Come Play Suzy Cube At PAX East!

#SuzyCube #gamedev #indiedev #madewithunity #PAXEast #IMBPAXEast19 @NoodlecakeGames @IndieMEGABOOTH
Are you attending PAX East 2019? If so, come by the Indie MEGABOOTH and say hi! Suzy will be showcased as part of the MINIBOOTH on Thursday and Friday. 
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Game 321: Star Control II: The Ur-Quan Masters (1992)

Let's not judge this one by its title screen . . .
               
Star Control II: The Ur-Quan Masters
United States
Toys for Bob (developer); Accolade (publisher)
Released in 1992 for DOS, 1994 for the 3DO console; later fan ports to other platforms
Date Started: 23 March 2019

When I started this blog in 2010, I had already played, at least in adolescence--most of the RPGs that everyone else knows. I may not have remembered all of the details, but I at least could remember the basic outlines of The Bard's Tale, Might and Magic, Wizardry, Questron, Pool of Radiance, and all of the Ultimas. There were lots of games I had never played--never even heard of--of course, but those were games that most other people my age had never encountered either. It wasn't until about a year into my blog, with Dungeon Master, that I truly felt I was blogging about a game that I should be ashamed for never having played previously.

For the first time since then, I am in that position again with Star Control II, a game that frequently makes "top X" lists of the best games of all time. My commenters have mentioned it so many times that my usual pre-game search of previous comments turned up too many results to analyze. This one, in other words, is really going to fill a gap.
       
. . . even though the first game had an awesome title screen.
        
There has been some debate about whether Star Control II is an RPG, but at least almost everyone agrees that its predecessor was not. That predecessor went by the grandiose name Star Control: Famous Battles of the Ur-Quan Conflict, Volume IV (1990), in an obvious homage to Star Wars. It's an ambitious undertaking--part simulator, part strategy game, part action game. The player has to manage ships and other resources and plan conquests of battle maps, but in the end the conflict always comes down to a shooting match between two ships using Newtonian physics and relying almost entirely on the player's own dexterity. This combat system goes back to Spacewar! (1962) and would be familiar to anyone who's played Asteroids (1979).

The setup has an Earth united under one government by 2025. In 2612, Earth is contacted by a crystalline race called the Chenjesu and warned that the Ur-Quan Hierarchy, a race of slavers, is taking over the galaxy. (Star Control II retcons this date to 2112.) Earth is soon enlisted into the Alliance of Free Stars and agrees to pool resources in a mutual defense pact. The Alliance includes Earth, the philosophic Chenjesu, the arboreal Yehat, the robotic Mmrnmhrm, the elfin Ariloulaleelay, and a race of all-female nymphomaniacs called the Syreen who fly phallic ships with ribbed shafts.

On the other side are the Ur-Quan, an ancient tentacled species with a strict caste system. They make slaves out of "lesser races" and only communicate with them via frog-like "talking pets." Their allies include Mycons, a fungus species; Ilwraths, a spider-like race that never takes prisoners; and Androsynths, disgruntled clones who fled captivity and experimentation on Earth. Each race (on both sides) has unique ship designs with various strengths and weaknesses, some of which nullify other ships. There's a kind-of rock-paper-scissors element to strategically choosing what ships you want to employ against what enemies.
          
No "bumpy forehead" aliens in this setting.
         
The occasionally-goofy backstory and description of races seems to owe a lot (in tone, if not specifics) to Starflight (1986), on which Star Control author Paul Reiche III had a minor credit. There are probably more references than I'm picking up (being not much of a sci-fi fan) in the ships themselves. "Earthling Cruisers" (at least the front halves) look like they would raise no eyebrows on Star Trek, and both Ilwrath Avengers (in the back) and Vux Intruders (in the front) look like Klingon warbirds. The Ur-Quan dreadnought looks passably like the Battlestar Galactica.

The original Star Control offers the ability to fight player vs. player or set one of the two sides to computer control (at three difficulty levels). In playing, you can simply practice ship vs. ship combat with any two ships, play a "melee" game between fleets of ships, or play a full campaign, which proceeds through a variety of strategic and tactical scenarios involving ships from different species in different predicaments.  The full game gives player the ability to build colonies and fortifications, mine planets, and destroy enemy installations in between ship-to-ship combats.
         
The various campaign scenarios in the original game.
      
The "campaign map" in the original game is an innovative "rotating starfield" that attempts to offer a 3-D environment on a 2-D screen. It takes some getting used to. Until they reach each other for close-quarters combat, ships can only move by progressing through a series of jump points between stars, and it was a long time before I could interpret the starfield properly and understand how to plot a route to the enemy.
         
Strategic gameplay takes place on a rotating starmap meant to simulate a 3-D universe.
             
I have not, in contrast, managed to get any good at ship combat despite several hours of practice. I'm simply not any good at action games. At the same time, I admire the physics and logistics of it. You maintain speed in the last direction you thrust even if you turn. You have limited fuel, so you can't go crazy with thrusting in different directions. You can get hit by asteroids, or fouled in the gravity wells of planets. And you have to be conservative in the deployment of your ships' special abilities, because they use a lot of fuel. Still, no game in which action is the primary determiner of success is going to last long on my play list. For such players, the game and its sequel offer "cyborg" mode, where technically you're the player but the computer fights your battles, but I'd rather lose than stoop to that.
             
One of my lame attempts at space combat.
          
Star Control II opens with a more personal backstory. In the midst of the original Ur-Quan conflicts, the Earth cruiser Tobermoon, skippered by Captain Burton, was damaged in an ambush and managed to make it to a planet orbiting the dwarf star Vela. As they tried to repair the ship, crewmembers found a vast, abandoned underground city, populated with advanced technology, built by an extinct race known as the Precursors.
        
The backstory is reasonably well-told with title cards.
      
Burton reported the find when she returned to Earth, and she was ordered to return with a scientific team led by Jules Farnsworth. Shortly after they arrived, they received word from Earth that the Ur-Quan had learned about the Precursor city and were on their way. Burton balked at Earth's orders to abandon and destroy the base with nuclear weapons. Instead, she sent her ship back to Earth under the command of her first officer and remained behind with the scientific team, planning to detonate nuclear weapons should the Ur-Quan ever arrive.
         
        
The team ended up spending 20 years on the planet, which they named Unzervalt, with no contact from Earth. During that time, the scientists discovered that the city had been created to build ships, and eventually they were able to activate the machines, which put together a starship. The machines shut down just as the ship was completed, reporting that there were insufficient raw materials to continue. About this time, Farnsworth admitted that he was a fraud, and all the success he'd experienced getting the machines up and running was due to a young prodigy born on Unzervalt--the player character.
         
They're not kidding about the "skeleton" part.
         
Burton assembled a skeleton crew for the new starship, with the PC manning the computer station, and blasted off. Three days out, they discovered the derelict Tobermoon, damaged and bereft of any (living or dead) crewmembers. Burton took command of the Tobermoon while the PC was promoted to captain of the new ship. Tobermoon was soon attacked and destroyed by an unknown alien craft, leaving the new ship to escape to Earth. Here the game begins.
         
What "plight"? You live on a technologically-advanced Eden where your enemies seem to have forgotten about you.
         
The player can name himself and his ship, and that's it for "character creation." He begins in the middle of the solar system, in a relatively empty ship with 50 crew and 10 fuel. I intuited that I needed to fly towards Earth, so I headed for the inner cluster of planets.  
            
"Character creation."
             
As the screen changed to show Mercury, Venus, Earth, and Mars, a probe zoomed out and attached itself to our ship. It played a recording from an Ur-Quan (with the "talking pet" doing the talking), informing me that approaching Earth was forbidden, as was my status as an "independent" vessel. The probe then zoomed off to inform the Ur-Quan of my "transgressions," leaving me to explore the planetary area at will. I guess the war didn't go so well for the Alliance.
            
Well, we now know how the first game ended, canonically.
        
As I approached Earth, the screen changed to show Earth, the moon, and a space station orbiting Earth. Earth itself seemed to have some kind of red force field around it, so I approached the space station.

As I neared, I was contacted by a "Starbase Commander Hayes of the slave planet Earth." He indicated that his energy cores were almost depleted and asked if we were the "Hierarchy resupply ship." At this point, I had a few dialogue options. One allowed me to lie and say I was the resupply ship. Another had me introduce myself. A third--more reflective of what I was actually thinking--said "'Slave planet?!' 'Hierarchy resupply vessel?!' What is going on here?'" The commander said he'd answer my questions if we'd bring back some radioactive elements to re-power the station. He suggested that we look on Mercury.
        
I like dialogue options, but so far they've broken down into: 1) the straight, obvious option; 2) the kind-of dumb lie; and 3) the emotional option that still basically recapitulates #1.
          
I flew off the Earth screen and back to the main solar system screen. At some point during this process, I had to delete the version of the game that I'd downloaded and get a new one. None of the controls worked right on the first one I tried. I particularly couldn't seem to escape out of sub-menus, which was supposed to happen with the SPACE bar. The second version I downloaded had controls that worked right plus someone had removed the copy protection (which has you identifying planets by coordinates). The controls overall are okay. They're much like Starflight, where you arrow through commands and then hit ENTER to select one. I'd rather be able to just hit a keyboard option for each menu command, but there aren't so many commands that it bothers me. Flying the ship is easy enough with the numberpad: 4 and 6 to turn, 8 to thrust, 5 to fire, ENTER to use a special weapon. There's a utility you can use to remap the combat commands, but using it seems to run the risk of breaking the main interface, which I guess is what happened with the first version I downloaded.
            
Running around Mercury and picking up minerals. The large-scale rover window (lower right) is quite small.
           
When orbiting a planet, you get a set of options much like Starflight. You can scan it for minerals, energy, or lifeforms, and then send down a rover (with its own weapons and fuel supply) to pick things up. Minerals are color-coded by type, and at first I was a little annoyed because I can't distinguish a lot of the colors. But it turns out that the explorable area of planets is quite small, and you can easily zoom around and pick up all minerals in just a few minutes. In that, it's quite a bit less satisfying than Starflight, where the planets were enormous and you'd never explore or strip them all, and you got excited with every little collection of mineral symbols. 

The rover doesn't hold much, but returning to the ship and then landing again is an easy process, so before long my hold was full of not just uranium and other "radioactives," but iron, nickel, and other metals. In mining them, the rover was periodically damaged by gouts of flame from the volatile planet, but it gets repaired when you return to the main ship.
        
Returning to base with a near-full cargo manifest.
         
We returned to the starbase and transferred the needed elements. With the station's life support, communications, and sensors working again, the captain was able to scan my vessel, and he expressed shock at its configuration. Rather than give him the story right away, I chose dialogue options that interrogated him first.
              
This seems to be everybody's reaction.
          
Commander Hayes explained that the Ur-Quan had defeated the Alliance 20 years ago. They offered humanity a choice between active serve as "battle thralls" or imprisonment on their own planet. Humanity chose the second option, so the Hierarchy put a force field around the planet, trapping the human race on a single world and preventing assistance from reaching them. But they also put a station in orbit so their own ships could find rest and resupply if they happened to pass through the system. The station is maintained by humans conscripted from the planet for several years at a time.
          
Humanity's fate didn't seem so bad until he got to this part.
          
When he was done, I (having no other choice, really) gave him our background and history and asked for his help. Pointing out that starting a rebellion and failing would result in "gruesome retribution," he asked me to prove my efficacy by at least destroying the Ur-Quan installation on the moon, warning me that I would have to defeat numerous warships.

We left the station and sailed over to the moon. An energy scan showed one blaze of power, so I sent the rover down to it. The report from the rover crew said that the alien base was abandoned and broadcasting some kind of mayday signal, "but great care has been taken to make it appear active." My crew shut the place down and looted it for parts.
           
My crew files a "report from the surface."
         
Lifeform scans showed all kinds of dots roaming around the moon, most looking like little tanks. I don't know if I was supposed to do this or not, but I ran around in the rover blasting them away in case they were enemies. I also gathered up all the minerals that I could.

I returned to the starbase, and the commander accepted my report. Just then, an Ilwrath Avenger, having found the probe, entered the system. The arachnid commander threatened us. There were some dialogue options with him, all of which I'm sure resulted in the same outcome: ship-to-ship combat.
           
They're not just "spider-like"; they actually spin webs on their bridges.
        
This part was much like the original game, although with the ship icons larger and against a smaller backdrop. I (predictably) lost the battle the first two times that I tried, but won the third time. In my defense, the game's backstory specifically said that I had minimal weapons. It was also a bit lumbering--slow to turn, slow to thrust.
         
The alien ship destroys me in our first encounter.
       
When I returned to starbase after the battle, Commander Hayes said he would join my rebellion, and the starbase would be my home base. He asked what we would call our movement, and there were some amusing options.
           
The last option tempted me, but I was boring and went with the first one.
           
Through a long series of dialogues, I learned that as I brought back minerals and salvage, the base could convert them into "resource units" (RU) which I could then use to build my crew, purchase upgrades for the Prydwen (improved thrusters, more crew pods, more storage bays, more fuel), get refueled, and build a fleet of starships. I can even build alien ships if I can find alien allies to pilot them.
         
My own starbase. Why can't I name it?
         
Hayes had a lot more dialogue options related to history and alien species, but I'll save those for later. It appears that the introduction is over and I now have a large, open universe to explore, where I'm sure I'll do a lot of mining, fighting, and diplomacy. In this sense, Star Control II feels like more of a sequel to Starflight than the original Star Control.
            
One part of a nine-page starmap that came with the game. I'm tempted to print it out and assemble it on the wall in front of my desk. I suppose it depends on how long the game lasts.
         
I appreciate how the game eased me into its various mechanics. I'm enjoying it so far, and I really look forward to plotting my next moves. I suspect I'll be conservative and mine the rest of the resources in the solar system and buy some modest ship upgrades before heading out into the greater universe.

Time so far: 2 hours



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