Just in time for the new Jurassic World (Jurassic Park) movie that is coming out, you can have your very own refrigerator full of Snes Jurassic Park carts!! There are just about 300 Jurassic Park carts including a handful of CIB copies and a PAL version CIB. I will also include the schlue of other Jurassic Park games: gameboy CIB, Sega Genesis, Sega CD, Sega Saturn CIB copies. Also have a CIB Jurassic Park 2 and sealed JP 2 for snes that will be included. And a laser disk movie for kicks and giggles. Fridge and Bacardi not included
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They were all running mods that let them automate away the tedious grinding that is so integral to the way that MMOs incentivize players to devote thousands of hours to their products.
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Suspend is a fun, simple yet challenging game in the same family as Pick Up Sticks or Jenga, except you don’t pick up and you don’t remove and stack. Instead, you hang. Players divide metal grooved rods with colorful rubber tips between each other and then take turns balancing them, creating an attractive Calder-style sculpture in the process. With each hang the player must be careful not to disrupt the balance of the swaying sculpture and send rods crashing to the table, otherwise they must add all of the fallen rods to their pile. The first player to get rid of all of their rods wins the game.
After a few games everyone in my family mastered the balancing act, making the game less challenging, until we realized we were playing it the easy way, allowing each rod to hang from two of its grooves (lying across two other rods) instead of one. Once we modified this rule the game became more challenging and impossible to outsmart. Suspend comes with beginner, intermediate (uses a die) and advanced (uses die and points) rules, making Suspend an entertaining game for both kids and adults.
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In 2012, Jim Henley got tongue cancer, but it was the good kind -- his odds are like making a save-against-death throw on a D8 and needing to beat a one.
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Put the word "only" between any two words of this sentence: "She told him that she loved him."
Maybe you've heard of Elsa Frozen Brain Surgery -- you know, the game where you open the popular Disney princess' skull and extract fashion items from her glittering brain morass for her to wear later.
"Once you’re sure she needs a brain surgery, start shaving her gorgeous blonde hair and prepare her for the long surgery hours," the game instructs. "Then feel free to dig into her brain and make sure you use the right doctor tools to cut out her little obsessions, to repair whatever you find broken and to reactivate the dead synapses snowflakes." Dark.
Of course, Elsa Frozen Brain Surgery is just one of the weird little games hoping for a sliver of the explosive princess brand recognition. Today I also found Baby Elsa Spinal Surgery, where the starring princess becomes a child with inexplicable but deeply-unsettling back wounds, as well as Olaf at the Dentist ("The pain and the shame are unbearable, so he is asking you to play the dentist role for him.")
My friend Peter Yeh has offered us an eye-opening look at some other items out there: Apparently, poorly-cloned Disney princesses need everything from slimy makeovers to new bathroom wallpaper, in addition to appearing in barely-functional knockoff Super Mario-alikes and hundreds and hundreds of paper doll dress-ups.
Apply nitrous to Princess Anna's face in her birthing simulator. Then, of course, there is Spank Elsa Butt (maybe don't watch that at work).
Peter's piece will set you on the right track toward the very weirdest bootleg Disney games. You can find even weirder ones if you want, I bet. Peter just sent me the following "Sins of the Frozen" video, a haunting compilation of everything from Elsa Toilet Decorator to some odd-looking accelerated-aging game. Probably just don't do any of this at work. Or maybe ever.
The idea that such multi-color trickery was possible came to me some time ago, as I was looking at reenigne's code for patching up composite CGA emulation in DOSBox; messing with that patch during development gave me a much better picture of composite CGA's inner workings. When I had ironed out the basic concept for this hack, I divulged it to reenigne for 'peer review' and for testing on real hardware. Soon enough, we had an improved recipe:
Take two familiar (though officially undocumented) tweaks. Blend to an even mixture producing a new effect. Add one crucial new trick – an ingredient of reenigne's devising. Test and calibrate until blue in the face.
It's also a great look at the workings of CGA for the interested but nontechnical layman.
Released at the Revision 2015 demo party, 8088 MPH is a vision of previously undiscovered possibility (a perfect entrypoint to the 19A0s!)—there's even MOD music, including digital samples, at 6:40m, like it's just no big deal at all to do that with 1981 hardware
Top 100 (or insert random number here) books have been around for ages. They tend to make great coffee table books, but it takes something really special to start a conversation. Brett Weiss has done just that with his book The 100 Greatest Console Video Games: 1977-1987. Instead of just throwing together a full multiple-page spread with a few generic tidbits and “personal feelings,” this Top 100 book reads more along the line of a great educational text-book. I mean this with only the highest of compliments. With each game featured readers are given a surprisingly in-depth history lesson and a succinct explanation on just why it made this list. The book covers amazing pieces of video game history, some of which are new even to an aficionado like myself.
It is important to note that this isn’t the kind of book that typical gamers today might be expecting. As the book covers the early years of gaming (1977-1987 to be precise), most gamers weren’t even born yet – heck, some of their parents might not have even been born or gaming yet. This means you aren’t going to be seeing any Call of Duty of Mass Effect here. Rather, you’ll see the games that helped inspire the games that the youth are playing today. This text opens up a world that will no doubt be foreign to many, but one that is important and necessary to all gaming fans. It doesn’t matter your age – if you are a hardcore collector, or if you only have a passing interest in video games, The 100 Greatest Console Video Games: 1977-1987 will educate everyone on a much simpler time when making games was the wild west and full of limitless possibilities. – Jorge Luis
Video games often feature expansive worlds to explore. But a combination of rigid structure and bland surface randomness leaves them wanting for depth and meaning. A company named Improbable wants to fix this.
Virtual worlds will no longer feel as if they’re built of “cardboard,” says Improbable’s CEO and cofounder, Herman Narula. Moreover, using Improbable’s technology, objects and entities will be able to remain in the virtual world persistently, even when there are no human players around (currently, most virtual worlds essentially freeze when unoccupied). And actions taken in one corner of a game could have implications later or in another place.+
Virtual worlds are already often expansive. The procedurally generated game No Man’s Sky, for example, presents a virtual galaxy that is too large for any human to fully explore within his or her lifetime (see “No Man’s Sky: A Vast Game Created by Algorithms”). But even if we are awed by the sprawl of their geography, the complexity of such worlds is limited by hardware and software limitations.
Worlds Adrift is the flagship game in development using the system.
I'm eager to see this in action. The price of increased complexity and realism is often a counterproductive uncanniness, a finer level of detail that firmly reminds the observer of how far it remains from reality.
Making simple worlds more convincing? I enjoy it when generative techniques are reserved for nature, "man-made" stuff such as cities or buildings are designed by hand, and when much of the world remains inaccessible, an imagination-triggering mystery.
It's a big, incomplete mess, but so is Minecraft, and Elite 4 just happens to be an incredibly good game, writes Lee Hutchison.
To find Elite: Dangerous a good game, you have to like what it is: the greatest "I feel like I’m flying a spaceship" game that’s ever been made up to this point in the history of computer gaming. Meticulously planning out your trade routes and then hauling cargo for hours at a stretch has to be its own reward. Flying thousands of light years out into the black to see what no human has ever seen has to be its own reward. Blowing up dozens and dozens of criminals to snag their bounties has to be its own reward.
The journey has to be worth it for you, because otherwise, Elite: Dangerous is a monotonous grind-fest with no destination.
Which is exactly what Elite, Frontiers: Elite 2, and Frontier: First Encounters were. Nailed it.
Youtube's stilted, one-sided dispute resolution system allows game companies like Nintendo to confiscate the earnings of gamers who produce hugely popular "Let's Play" videos.
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