The Roost | Wiffle Ball Stats


Yeah I'm going to be 33 in a month. But I did construct a wiffleball field in my backyard last year. And my parents never did buy me Mousetrap. Link & blockquote via
Rube Goldberg designed machines that made simple tasks much more complicated. The ZOOMers were challenged to design a machine that serves lunch to the ZOOM cast and crew. They've called it the Goldburger To Go, and they need your help to finish it.



Buffered analgesics included. Anniversary edition via BBC. Blockquote and old school edition via Walkthrough via IGN...
There was a time when computer games didn't have graphics. Or at least they couldn't have graphics and sound at the same time. They certainly couldn't have graphics, sound and enough content to keep even a human being amused for more than a few minutes. So they had text. This was radical - a computer game you could control by typing in commands. The game would then respond to your commands with a breathtakingly prescient understanding of your intent. Or not. Usually not - the early text parsers (circa 1977) weren't that bright. But, as long as you limited yourself to what the game understood and the game designers wrote creatively enough to misunderstand you in a humorous and entertaining fashion, it all worked. It therefore stands to reason that any game which combined a really good programmer with a really good writer was likely to do well. So when Steve Meretzky of Infocom got together with Douglas Adams to create a game based around the Hitchhiker's Guide to the Galaxy, the result was never going to be less than interesting and more than likely insane. So it proved - the Hitchhiker's Guide adventure game was one of the best-selling games of its era, selling some 350,000 copies. In 1984.





No MAME/download required. Link via



I think it is fair to say what Edison was to the electric light bulb, the Japanese are to the television game show. See also, Ichiro Versus (but you might want to read this first)...



The best thing about this pimped out chess game is that you actually have shot at winning.
The chess playing engine is designed to be at the same level as the average viewer of the piece. If you're a tournament chess player, you would clobber most casual players--and you'll clobber Thinking Machine 4 too. If you barely remember the rules of the game, the artwork may clobber you instead. The chess engine we built is simple and uses only basic algorithms from the 50s (alpha-beta pruning and quiescence search). The program's unconventional initial moves may raise eyebrows among experts: we did not give it an "opening book" of standard lines since we wanted it to think through every position.

The goal of the piece is not to make an expert chess playing program but to lay bare the complex thinking that underlies all strategic thought.



Pinch Hitter just might be the closest I get to organizing a wiffleball game this weekend.
Mousebreaker began as a Macromedia Flash™ game development business in 2001, developing sports-oriented "sticky" games for a broad range of clients who wished to increase, retain or simply entertain their visitors.

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