THE ART of Puzzle Game Design
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Words Should Be Fun: Scrabble As a Tool for Language Preservation in Tuvan and Other Local Languages1
Vol. 4 (2010), pp. 213-230 http://nflrc.hawaii.edu/ldc/ http://hdl.handle.net/10125/4480 Words should be fun: Scrabble as a tool for language preservation in Tuvan and other local languages1 Vitaly Voinov The University of Texas at Arlington One small but practical way of empowering speakers of an endangered language to maintain their language’s vitality amidst a climate of rapid globalization is to introduce a mother-tongue version of the popular word game Scrabble into their society. This paper examines how versions of Scrabble have been developed and used for this purpose in various endangered or non-prestige languages, with a focus on the Tuvan language of south Siberia, for which the author designed a Tuvan version of the game. Playing Scrab- ble in their mother tongue offers several benefits to speakers of an endangered language: it presents a communal approach to group literacy, promotes the use of a standardized orthography, creates new opportunities for intergenerational transmission of the language, expands its domains of usage, and may heighten the language’s external and internal prestige. Besides demonstrating the benefits of Scrabble, the paper also offers practical suggestions concerning both linguistic factors (e.g., choice of letters to be included, cal- culation of letter frequencies, dictionary availability) and non-linguistic factors (board de- sign, manufacturing, legal issues, etc.) relevant to producing Scrabble in other languages for the purpose of revitalization. 1. INTRODUCTION.2 The past several decades have seen globalization penetrating even the most remote corners of the world, bringing with them popular American exports such as Coca-Cola and Hollywood movies. -
Manuals Are Best Used As Confetti at Sporting Events, You Should Tasset Still Read the Sections with Names in Bold for Valuable Information About This Game
What Is A LEGEND Adventure Game? In an adventure game from Legend, you become the main character in an evolv ing story that takes place in a world populated with interesting people, places, and things. You see this world through you r main character's eyes, and you play the game by directing his actions. Like a book or a movie, the story unfolds as you travel from location to location, encountering situations which require action on your part. You can think of each of these situations as a puzzle. The key to solving these puzzles will often be creative thinking and clever use of objects you have picked up in your travels. You will get points as you solve puzzles, and your score will help you monitor your progress. Throughout the game the richly textured graphics, prose, sound effects and music will draw you into a spellbinding adventure that could only be brought to you by the master storytellers of Legend Entertainment Company. Legend Entertainment Company 14200 Park Meadow Drive Chantilly, Virginia 22021 703-222-8500 U.S. Customer Support: 1-800-658-8891, 9:00 a.m. - 5:00 p.m. EDT/EST European Customer Support: 081-877-0880 FAX: 703-968-5151 CompuServe E-Mail 76226,2356 24-Hour Hint Line: 1-900-PRO-KLUE (1-900-776-5583) $.75 For the first minute, $.50 for each minute thereafter Hint books are available - call 1-800-658-8891 to order ·. Giovanni's House of Armour "Famous for custom fit" Table Of Contents Name~------~---r Fitting Date_£---?'~------ Introduction..................................................................................................... -
Master List of Games This Is a List of Every Game on a Fully Loaded SKG Retro Box, and Which System(S) They Appear On
Master List of Games This is a list of every game on a fully loaded SKG Retro Box, and which system(s) they appear on. Keep in mind that the same game on different systems may be vastly different in graphics and game play. In rare cases, such as Aladdin for the Sega Genesis and Super Nintendo, it may be a completely different game. System Abbreviations: • GB = Game Boy • GBC = Game Boy Color • GBA = Game Boy Advance • GG = Sega Game Gear • N64 = Nintendo 64 • NES = Nintendo Entertainment System • SMS = Sega Master System • SNES = Super Nintendo • TG16 = TurboGrafx16 1. '88 Games ( Arcade) 2. 007: Everything or Nothing (GBA) 3. 007: NightFire (GBA) 4. 007: The World Is Not Enough (N64, GBC) 5. 10 Pin Bowling (GBC) 6. 10-Yard Fight (NES) 7. 102 Dalmatians - Puppies to the Rescue (GBC) 8. 1080° Snowboarding (N64) 9. 1941: Counter Attack ( Arcade, TG16) 10. 1942 (NES, Arcade, GBC) 11. 1943: Kai (TG16) 12. 1943: The Battle of Midway (NES, Arcade) 13. 1944: The Loop Master ( Arcade) 14. 1999: Hore, Mitakotoka! Seikimatsu (NES) 15. 19XX: The War Against Destiny ( Arcade) 16. 2 on 2 Open Ice Challenge ( Arcade) 17. 2010: The Graphic Action Game (Colecovision) 18. 2020 Super Baseball ( Arcade, SNES) 19. 21-Emon (TG16) 20. 3 Choume no Tama: Tama and Friends: 3 Choume Obake Panic!! (GB) 21. 3 Count Bout ( Arcade) 22. 3 Ninjas Kick Back (SNES, Genesis, Sega CD) 23. 3-D Tic-Tac-Toe (Atari 2600) 24. 3-D Ultra Pinball: Thrillride (GBC) 25. 3-D WorldRunner (NES) 26. 3D Asteroids (Atari 7800) 27. -
Video Game Archive: Nintendo 64
Video Game Archive: Nintendo 64 An Interactive Qualifying Project submitted to the Faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfilment of the requirements for the degree of Bachelor of Science by James R. McAleese Janelle Knight Edward Matava Matthew Hurlbut-Coke Date: 22nd March 2021 Report Submitted to: Professor Dean O’Donnell Worcester Polytechnic Institute This report represents work of one or more WPI undergraduate students submitted to the faculty as evidence of a degree requirement. WPI routinely publishes these reports on its web site without editorial or peer review. Abstract This project was an attempt to expand and document the Gordon Library’s Video Game Archive more specifically, the Nintendo 64 (N64) collection. We made the N64 and related accessories and games more accessible to the WPI community and created an exhibition on The History of 3D Games and Twitch Plays Paper Mario, featuring the N64. 2 Table of Contents Abstract…………………………………………………………………………………………………… 2 Table of Contents…………………………………………………………………………………………. 3 Table of Figures……………………………………………………………………………………………5 Acknowledgements……………………………………………………………………………………….. 7 Executive Summary………………………………………………………………………………………. 8 1-Introduction…………………………………………………………………………………………….. 9 2-Background………………………………………………………………………………………… . 11 2.1 - A Brief of History of Nintendo Co., Ltd. Prior to the Release of the N64 in 1996:……………. 11 2.2 - The Console and its Competitors:………………………………………………………………. 16 Development of the Console……………………………………………………………………...16 -
[Japan] SALA GIOCHI ARCADE 1000 Miglia
SCHEDA NEW PLATINUM PI4 EDITION La seguente lista elenca la maggior parte dei titoli emulati dalla scheda NEW PLATINUM Pi4 (20.000). - I giochi per computer (Amiga, Commodore, Pc, etc) richiedono una tastiera per computer e talvolta un mouse USB da collegare alla console (in quanto tali sistemi funzionavano con mouse e tastiera). - I giochi che richiedono spinner (es. Arkanoid), volanti (giochi di corse), pistole (es. Duck Hunt) potrebbero non essere controllabili con joystick, ma richiedono periferiche ad hoc, al momento non configurabili. - I giochi che richiedono controller analogici (Playstation, Nintendo 64, etc etc) potrebbero non essere controllabili con plance a levetta singola, ma richiedono, appunto, un joypad con analogici (venduto separatamente). - Questo elenco è relativo alla scheda NEW PLATINUM EDITION basata su Raspberry Pi4. - Gli emulatori di sistemi 3D (Playstation, Nintendo64, Dreamcast) e PC (Amiga, Commodore) sono presenti SOLO nella NEW PLATINUM Pi4 e non sulle versioni Pi3 Plus e Gold. - Gli emulatori Atomiswave, Sega Naomi (Virtua Tennis, Virtua Striker, etc.) sono presenti SOLO nelle schede Pi4. - La versione PLUS Pi3B+ emula solo 550 titoli ARCADE, generati casualmente al momento dell'acquisto e non modificabile. Ultimo aggiornamento 2 Settembre 2020 NOME GIOCO EMULATORE 005 SALA GIOCHI ARCADE 1 On 1 Government [Japan] SALA GIOCHI ARCADE 1000 Miglia: Great 1000 Miles Rally SALA GIOCHI ARCADE 10-Yard Fight SALA GIOCHI ARCADE 18 Holes Pro Golf SALA GIOCHI ARCADE 1941: Counter Attack SALA GIOCHI ARCADE 1942 SALA GIOCHI ARCADE 1943 Kai: Midway Kaisen SALA GIOCHI ARCADE 1943: The Battle of Midway [Europe] SALA GIOCHI ARCADE 1944 : The Loop Master [USA] SALA GIOCHI ARCADE 1945k III SALA GIOCHI ARCADE 19XX : The War Against Destiny [USA] SALA GIOCHI ARCADE 2 On 2 Open Ice Challenge SALA GIOCHI ARCADE 4-D Warriors SALA GIOCHI ARCADE 64th. -
Superhero League of Hoboken
Special "Orbs ft Stuff" lssuc Not sold in Hoboken Superhero League of Hoboken rom the incorrigibly twisted he plants to make the Jersey City what Meretzky will do with the idea. mind of madcap Steve Meretzky; Marketplace uninhabitable. A com Instead of facing Dragons and Super Hero League of Hoboken puter named Matilda lisFs several Wizards in combat, you'll fight F missions Albino marks his first foray into the realm of role-playing. This hybrid combines thatimust Winos, elements of the animated adventure be fulfilled Lawyers system used in such games as in various and Tricky Meretzky's Sorcerer's University with parts of Dick RPG-style combat sequences, which America's mutants. In also makes it a first for Legend north east one battle, Entertainment. ern sector. a lawyer Taking place 200 years in the After you issued an future, Hoboken is set in a world finish all injunction populated by mutants. Radiation, the level against toxic waste and a plethora of 0.]. one mis Tropical Simpson jokes have plunged the s10ns, a Oil Man world in a new Dark Age, and it's up new set of who retali to you to save America. As the harder ones miiiiliiltiil~;;;: ated by Crimson Tape, you lead the Hoboken are posted. 1ssumg a chapter of the Super Hero League - The slick "point and quest" inter stream of saliva at the lawyer. The and appropriately so, for your prima face of previous Legend games is even lawyer's dying words were: "I think ry superpower is the ability to Create slicker in this incarnation. -
Solving Pictorial Jigsaw Puzzle by Stigmergy-Inspired Internet-Based Human Collective Intelligence
Solving Pictorial Jigsaw Puzzle by Stigmergy-inspired Internet-based Human Collective Intelligence Bo Shen Wei Zhang Haiyan Zhao Peking University, Beijing, China Peking University, Beijing, China Peking University, Beijing, China Beijing, China Beijing, China Beijing, China [email protected] [email protected] [email protected] Zhi Jin Yanhong Wu Peking University, Beijing, China Peking University, Beijing, China Beijing, China Beijing, China [email protected] [email protected] ABSTRACT 1 INTRODUCTION The pictorial jigsaw (PJ) puzzle is a well-known leisure game for hu- Pictorial jigsaw (PJ) puzzle is a well-known leisure game for people mans. Usually, a PJ puzzle game is played by one or several human from children to adults. In a PJ puzzle game, the goal is to recover an players face-to-face in the physical space. In this paper, we focus on image with human-sensitive contents from n different pieces of the how to solve PJ puzzles in the cyberspace by a group of physically image, as fast as possible. Besides the appearance of a leisure game, distributed human players. We propose an approach to solving PJ PJ puzzle has a deep metaphorical meaning. It embodies perfectly puzzle by stigmergy-inspired Internet-based human collective intel- a kind of complex problems that can not be resolved in a top-down ligence. The core of the approach is a continuously executing loop, manner, but only in a bottom-up, exploring and growing manner. named the EIF loop, which consists of three activities: exploration, That is, such a problem usually can not be pre-decomposed into a integration, and feedback. -
Logic / Thinking
LOGIC / THINKING (see also our (Not) Just For Fun Section!) THINKING SKILLS PROGRAMS of the exercises show geometric shapes that look Building Thinking Skills Book 1 (2-3) like attribute blocks. It would be easier and more Use after completion of Primary book or as soon BUILDING THINKING SKILLS (PK-12) fun for the student to have these available during as children can read (or you can read directions This is a very complete thinking skills program, the lesson, and if you go on to Building Thinking to them). Strictly pencil and paper activities here covering all of the figural and verbal skills your Skills Primary, you will need them anyway. sc, with practice in such things as identifying figural children are likely to see on a standardized 218 pgs. and verbal similarities and differences, sequenc- test. The publisher, Critical Thinking Press, 014217 . 32 .99 ing, classifying, developing analogies, following states that Building Thinking Skills is “designed directions and logical connectives (AND, OR). to significantly improve verbal and figural skills Building Thinking Skills Primary (K-1) Answers included. 363 pgs. in four important areas: similarities and differ- Revised in 2008. Activities begin using concrete An optional Teacher CD is also available. It ences, sequences, classifications, and analogies. materials, so you will need to use attribute blocks contains the full text of the Teacher’s Edition Proficiency in these skills is the cornerstone of and interlocking cubes (mathlink or multilink); in PDF format. Although answers are already success in all academic areas, on standardized please see our Math section if you need infor- included in the worktext, the Teacher CD also tests, and on college entrance exams.” They mation on these. -
Algorithmic Combinatorial Game Theory∗
Playing Games with Algorithms: Algorithmic Combinatorial Game Theory∗ Erik D. Demaine† Robert A. Hearn‡ Abstract Combinatorial games lead to several interesting, clean problems in algorithms and complexity theory, many of which remain open. The purpose of this paper is to provide an overview of the area to encourage further research. In particular, we begin with general background in Combinatorial Game Theory, which analyzes ideal play in perfect-information games, and Constraint Logic, which provides a framework for showing hardness. Then we survey results about the complexity of determining ideal play in these games, and the related problems of solving puzzles, in terms of both polynomial-time algorithms and computational intractability results. Our review of background and survey of algorithmic results are by no means complete, but should serve as a useful primer. 1 Introduction Many classic games are known to be computationally intractable (assuming P 6= NP): one-player puzzles are often NP-complete (as in Minesweeper) or PSPACE-complete (as in Rush Hour), and two-player games are often PSPACE-complete (as in Othello) or EXPTIME-complete (as in Check- ers, Chess, and Go). Surprisingly, many seemingly simple puzzles and games are also hard. Other results are positive, proving that some games can be played optimally in polynomial time. In some cases, particularly with one-player puzzles, the computationally tractable games are still interesting for humans to play. We begin by reviewing some basics of Combinatorial Game Theory in Section 2, which gives tools for designing algorithms, followed by reviewing the relatively new theory of Constraint Logic in Section 3, which gives tools for proving hardness. -
Can You Change MAN to APE? Computers Can
Can a Computer Solve a Word Puzzle? - or - Can You Change MAN to APE? Computers can add; they can store numbers; they can solve equations. But word puzzles ask for abilities we don't usually associate with computers. Can we apply computational thinking to these unusual problems? To do so, we have to understand how we solve these puzzles, and identify those parts of our thought processes that can be \explained" to a computer. Computational Thinking In this discussion, we will look at a simple word puzzle. If we think about how we solve such puzzles, we can identify some mental pro- cesses (human thinking) that a computer would have to mimic: • memory: we need to know a lot of words; • imagination: we need to imagine possible changes to a word; • evaluation: given several possible changes, we need to choose the one most likely to take us to our goal; • backtracking: when a choice doesn't work out, we need to backtrack and search for an alternate choice; If we want a computer to solve these puzzles, we have to understand how we do them first, and then try to translate our thinking into computational thinking. DOUBLETS: Invented by Lewis Carroll DOUBLETS: Invented by Lewis Carroll Lewis Carroll, who wrote the children's book \Alice in Wonderland", was very fond of word games and puzzles. He asked a riddle that no one has solved: Why is a raven like a writing desk?. He wrote poems like Jabberwocky full of nonsense words, a few of which were absorbed into English: burbled and gallumphing. -
Conference Overview
The 17th IGSC Proudly Presents Keynote Speaker: Henk Rogers, Entrepreneur “My Story and Vision for the Future” Henk B. Rogers is a Dutch-born entrepreneur and clean energy visionary, who has dedicated the past decade of his career to the research, development, advocacy and implementation of renewable energy sources in his adopted home of Hawaii. Rogers studied computer science at the University of Hawaii and spent his early career in Japan as a video game developer and publisher, gaining distinction for producing the country’s first Role-Playing Game, The Black Onyx. Rogers went on to revolutionize the video game industry by securing the rights for the blockbuster, Tetris. Today, Rogers serves as chairman of Blue Planet Software, the sole agent for the Tetris franchise; founder of Blue Planet Foundation, the state’s leading nonprofit clean energy advocate; founder of Blue Startups, Hawaii’s first venture accelerator for local technology entrepreneurs; founder of Blue Planet Research, which is working on off-grid solutions and exploring the hydrogen economy; and founder of the International MoonBase Alliance. In 2014, he founded Blue Planet Energy Systems to advance his mission of ending the use of carbon-based fuel worldwide, with Hawaii leading the charge. 17th East-West Center International Graduate Student Conference on the Asia-Pacific Region Imin International Conference Center Honolulu, Hawai‘i February 15 – 17, 2018 Program Cover design by Jonah Preising The East-West Center promotes better relations and understanding among the people and nations of the United States, Asia, and the Pacific through cooperative study, research, and dialogue. Established by the US Congress in 1960, the Center serves as a resource for information and analysis on critical issues of common concern, bringing people together to exchange views, build expertise, and develop policy options. -
Jigsaw Puzzles, Edge Matching, and Polyomino Packing: Connections and Complexity∗
Jigsaw Puzzles, Edge Matching, and Polyomino Packing: Connections and Complexity∗ Erik D. Demaine, Martin L. Demaine MIT Computer Science and Artificial Intelligence Laboratory, 32 Vassar St., Cambridge, MA 02139, USA, {edemaine,mdemaine}@mit.edu Dedicated to Jin Akiyama in honor of his 60th birthday. Abstract. We show that jigsaw puzzles, edge-matching puzzles, and polyomino packing puzzles are all NP-complete. Furthermore, we show direct equivalences between these three types of puzzles: any puzzle of one type can be converted into an equivalent puzzle of any other type. 1. Introduction Jigsaw puzzles [37,38] are perhaps the most popular form of puzzle. The original jigsaw puzzles of the 1760s were cut from wood sheets using a hand woodworking tool called a jig saw, which is where the puzzles get their name. The images on the puzzles were European maps, and the jigsaw puzzles were used as educational toys, an idea still used in some schools today. Handmade wooden jigsaw puzzles for adults took off around 1900. Today, jigsaw puzzles are usually cut from cardboard with a die, a technology that became practical in the 1930s. Nonetheless, true addicts can still find craftsmen who hand-make wooden jigsaw puzzles. Most jigsaw puzzles have a guiding image and each side of a piece has only one “mate”, although a few harder variations have blank pieces and/or pieces with ambiguous mates. Edge-matching puzzles [21] are another popular puzzle with a similar spirit to jigsaw puzzles, first appearing in the 1890s. In an edge-matching puzzle, the goal is to arrange a given collection of several identically shaped but differently patterned tiles (typically squares) so that the patterns match up along the edges of adjacent tiles.