Wednesday, October 3, 2007

Freedom: The Inner Game

Freedom seems to be one of those Universal cravings; the truth is we all have the freedom to choose whatever we want. That statement really isn’t very helpful all by itself though is it? Yet, it says everything we need to know.

Freedom comes from choice. The more choices we make, the freer we are. Any time we are faced with a decision and we choose not to do anything, we have made a choice to give up our freedom and allow someone or something else to determine what direction comes next.

There are times in life when we all find ourselves in circumstances that leave us feeling like we have no choice in a matter but that is really just an illusion. We always have a choice about something. Sometimes that choice is as simple as choosing how to feel about what is going on or how to respond to the circumstance.

In the movie, ‘The Lord Of The Rings: The Fellowship Of the Ring,’ there is an exchange between Frodo and Gandolf that expresses this idea so very well.

“Frodo: I wish the ring had never come to me. I wish none of this had happened.

Gandalf: So do all who live to see such times. But that is not for them to decide. All we have to decide is what to do with the time that is given to us.”

The magical thing about making choices to respond to life – as opposed to just reacting out of habit – is that over time, it gives us more choices. Developing the skill of choosing how to respond to life gives us the freedom to move through life in a way that empowers and eventually does lead to us having the choice of what kind of life we want to experience.

The idea that if this happens (you choose what ‘this’ is) it will make one feel bad or if this happens it will make one feel good, are old practiced habits of thought that rob us of our power and takes away our freedom. An alternative is to look at the situation from different angles, see that there are choices in how we look at it and choose the one that feels right and moves us forward.

If there isn’t enough money, that could feel bad. Or it could be an opportunity to be thankful for what is available and to get creative and follow inspirations to learn to make more.

If there isn’t enough health, that could feel bad. Or it could be an opportunity to learn more about being healthful or a chance to rest and take care of the body.

As we make new decisions based on the current circumstances we also create a new future that is closer to what we want. Living what we want to live is really what freedom is all about isn’t it?


About The Author

Kat McCarthy is a Co-Creator of ‘The Magic Happens: Wayne, Kat and Friends, Thriving Out Loud’ (http://www.themagichappens.com) an innovative internet magazine about living in freedom and passion. She assists people to create inner and outer freedom in her coaching practice; is aCo-Founder of the web community ‘Powerful Intentions,’ a writer, photographer, internet marketer and lifestyle consultant. Kat has used the principles of Law of Attraction to create unique business and lifestyle philosophies that have worked for her and for those she teaches them too, allowing her to live from freedom and passion, doing whatever excites her in the moment. To contact Kat or to read the magazine, please visit her Powerful Intentions profile at: http://kat.powerfulintentions.com

Tips to Transform your Scrabble Game

Alright, so your mother-in-law, a PhD in English Literature, has challenged you, a lowly salesclerk at the local bookstore, to a “friendly” game of Scrabble. Sound like a hopeless case? Certainly not! More than just a rivalry of vocabularies, Scrabble is a game of strategy. Equipped with the right tricks, even a child could give your mother-in-law a run for her money!

This article will give you five proven tips guaranteed to transform your Scrabble game. Whether you are a novice to the game, or looking to increase your skill in order to compete in clubs or tournaments, a little practice with these techniques will bring instant results!

Tip #1: Two-by-Twos

Experienced Scrabble players agree that the first key to success is memorizing the list of acceptable two-letter word combinations. This sounds harder than it really is. There are only 96 two letter words, and you undoubtedly know 23 of them. (Some lists include 120 two-letter words, depending on which dictionary you refer to. The 1998 Chambers Dictionary, as well as the Chambers Official Scrabble Words qualifies 120 words, while the Merriam Webster Official Scrabble Players Dictionary includes only 96. A good word of thumb would be to decide at the outset of a game which dictionary you will be using. I’d focus on the list of 96 words, as they are universally accepted in almost all dictionaries.)

Why is this word list so valuable, considering you only use two tiles? Knowing the two letter words helps you to build parallel words, enabling you to count your letters twice for each word you form. This dramatically increases your score! This skill is absolutely essential when the board is “closed,” (meaning that there are no wide open spaces to build new words in), as well as at the end of the game, when you must empty out your rack.

Memorizing this list only takes minutes if you associate each letter with the number of words it forms, (for example, there are 16 “A” words, 5 “B” words, etc.). Going through the lists and becoming familiar with the lesser known words is usually all it takes to commit the list to memory. It’s nice to know there are a few words that don’t require vowels!

The 96 words are: aa, ab, ad, ae, ag, ah, ai, al, am, an, ar, as, at, aw, ax, ay, ba, be, bi, bo, by, de, do, ed, ef, eh, el, em, en, er, es, et, ex, fa, go, ha, he hi, ho, id, if, in, is, it, jo, ka, la, li, lo, ma, me, mi, mm, mo, mu, my, na, ne, no, nu, od, oe, of, oh, om, on, op, or, os, ow, ox, oy, pa, pe, pi, re, sh, si, so, ta, ti, to, uh, um, un, up, us, ut, we, wo, xi, xu, ya, ye, yo.

Tip #2: “Racking” up Points by Anagramming

The difference between an average and an advanced Scrabble player has to do with the number of options a player can find in a given rack. Don’t just find one word and give up—keep moving those tiles around. There may very well be a better option than the one you find initially. Even if you end up using the same tiles, one word may score a higher value than another based on the location of the bonus squares. In addition, you may opt for one word over another because it is harder for your opponent to build on. For instance, if you have a hunch that your opponent has an S you should avoid laying down a noun, as this would allow him/her to “hook” on, scoring points for both words!

Tip #3: Keep it Hot

This hint may seem obvious at first, although there’s a bit more to it than first meets the eye. As you formulate your options on the board, focus on the “hot spots,” or the squares which award you double and triple the value of your tile and/or word. Use these squares to even better advantage by building parallel words, allowing you to use the bonus square two times (once for the horizontal word, and again for the vertical.) This is where that list of two-letter words comes in handy, particularly the words that contain high-scoring letters like J, Q, X, and Z. For example, the word “ex” used in a parallel position where the X lands on a triple would score at least 26 points.

The other side of this equation is that you must be careful not to make these hot spots available for your opponent! However, if you have a great word that opens up a triple, don’t throw it out the window. Weigh up your score against what your opponent may likely get. You may still come out ahead. Who knows? Your opponent may even pass up the triple, giving you a shot!

Tip #4: The Q—boon or bane?

No doubt about it, the Q is one of the most difficult tiles to play; therefore, it demands attention. There are a few tricks that can help you turn the Q to your advantage.

First of all, it’s advisable to commit to memory a few Q words that don’t require a U. Yes, they exist, and they are worth a lot of points, besides! So, here is your second (and final, for now) list of words to memorize: qaid, qanat, qat, qindar, qintar, sheqel, tranq, qoph, qwerty, faqir.

The words “aid” and “at” are particularly helpful for those looking to dump a Q, and this goes for your opponent too! Take care not to lay down either word if you suspect your opponent of having the Q on his/her rack, particularly at the end of the game! (I know this from sad experience; this oversight cost me an important match!)

Whatever you do, don’t hold on to Qs for more than a turn or two, hoping to draw a U. (This also goes for holding onto Us in case of drawing a Q.) Try to get it off your rack as soon as possible, as you lessen your chance of playing a good move when you’re only using six of your tiles. And if the game is close to the end you may want to consider trading it if there aren’t any options on the board. You certainly DO NOT want to get stuck with an unplayed Q at the end of the game, as it automatically adds 20 points to your opponent’s score.

Tip #5: Plan for BINGOs

Our last tip can be quite satisfying once it is mastered. It has to do with creating BINGO words (words which use all seven tiles) and is remarkably easy, once you know how to do it. Start by sorting your rack according to common word endings and save these letter combinations. One of the most valuable sets is “ING.” This takes care of three of your letters, and it’s much easier to form a four or five letter verb that works with “ING.” Voila! You have a BINGO! Some other common endings you want to watch for are -ed, -er, -ier, -iest, and -ies. I’ve even used -ation to good advantage. Un- and re- are good letters to set aside for word beginnings. Laying down your first BINGO is almost a rite of passage in the Scrabble world.

Now you are prepared to take on that grandiloquent mother-in-law; put that palaverous brother in his place. With practice, you may soon be able to join the ranks of the real Scrabble champions.


About The Author

Emma Snow works a pragmatic puzzler at the Puzzle Place http://www.puzzle-place.net and Chess Strategies http://www.chess-strategies.net leading puzzle portals.

Video Game Addiction Equals Babies Starving

Young couple accused of neglecting young children to surf the Web and play computer video games.

In Reno, Nevada a couple authorities say were so obsessed the the Internet and computer video games that they left babies starving, suffering other health problems have pleaded guilty to child neglect.

Michael and Iana Straw had two children, a girl ll months old and a boy 22 month old. Authorities found these two children very malnourished and near death last month after social working took them to a hospital. According to prosecutor Kelli Ann Viloria the children are doing much better, gaining weight and are in foster care.

"Michael Straw, 25, and Iana Straw, 23, pleaded guilty Friday to two counts each of child neglect. Each faces a maximum 12-year prison sentence."

According to prosecutor Viloria the couple was too distract by online computer video games, namely the fantasy role playing "Dungeons & Dragons" series, to give their children proper care.

“They had food; they just chose not to give it to their kids because they were too busy playing video games,” Viloria told Reno's local publication.

The status of the Children when found.

When police found the girl and took her to the hospital the staff there had to shave her hair because it was matted with cat urine. "The 10-pound girl also had a mouth infection, dry skin and severe dehydration."

The brother was also treated for starvation as well as a genital infection, because of a lack in muscle development he had difficulties walking, investigators say.

The father, "Michael Straw is an unemployed cashier, and his wife worked for a temporary staffing agency doing warehouse work, according to court records."

Michael received $50,000 from inheritance that "he spent on computer equipment and a large plasma television, authorities said."

American Medical Association ponder Video game addiction

"While child abuse because of drug addiction is common, abuse rooted in video game addiction is rare, Viloria said."

Last month, doctors at an American Medical Association dismissed having video game addiction as a mental disorder, stating more research need to be done. Some argued it was like alcoholism while other felt there was solid evidence that is was a psychological disease.

It is hard to know whether or not video game addiction is a true psychological disorder. It is very possible, seeing people pull all nighters playing computer video games, pausing only to use the bathroom, not even eating is problem in this writers mind.

For more articles like this one please go to http://www.gameznstuff.net/blogs.html


About The Author

Kirk Jensen
Owner of:
http://www.gameznstuff.com
http://www.gameznstuff.net

Learn to Type with Typing Games

For children, the ability of using the computer is becoming fundamental in nowadays, so learning to type is must for them. But most children get bored with any repetitious task and give up or whine and even want to stop, parents or teachers always feel nothing else bother them more than when children face the keyboard and have absolutely no idea where the keys are or how they go about typing. They just "play" with the keyboard. This is a waste of time for them and, worse, children get into the bad habit of typing with two fingers. So parents or teachers have to face how to solve this problem.

As parents and teachers know, whether children want to learn a thing or not largely depends on whether they are attracted by it. Based on this, the typing tutor must be easy-to-use, fun colorful and appealing to children. Once children love and develop interest in it, they will learn to type on their own initiative. Generally, children naturally like to play games, because when playing games, they are always attracted by the colorful interface and pretty music in the games, and above all, they're able to learn something quickly under no pressure. Apparently, the problem for children having no interest in learning to type is solved, they can learn to type when playing games.

There are many advantages of using typing games for typing: First, Games are a welcome break from the usual routine of the typing practice, thus help children learn typing more easily. Second, Typing requires a great deal of effort. Games help children to make and sustain the effort of learning. Third, Games are highly motivating since they are amusing and at the same time challenging.

There are lots of interesting typing games which also help to make typing fun. GS Typing Tutor is just one. The aim of this program is to make typing fun whilst increasing accuracy and speed. The feature-rich typing software supports 5 typing games: Rats in the garden, attacks of the alien, help, balloon, and card. The typing games each include 23 basic typing lessons. Taking the basic lessons, children can learn to type from the home row keys to other basic keys. The basic exercises also help them to be familiar with the keyboard layout step-by-step.

Each game is easy-to-use, fun colorful and appealing to children:

1: Rats in the garden Children mission is to eliminate the rats in the garden. Then they should type the letter before the rats escape. If children type the wrong letter or type slowly, the rats will escape under their nose. So they have to type correctly and fast in case the rats escape. The game is fun!

2: Attacks of the alien Children mission is to stop the alien fleets to attack the earth. So they must type letters before the alien fleets through the galaxy into the earth. By playing the game, children type the letters, and can be familiar with the keys. With children accelerating the typing speed, the alien fleets fly rapidly, so they have to type quickly in case the earth is attacked by the alien fleets.

3: Help! A bad man has held a boy under duress. So children must help the soldier to rescue the boy by typing the letter. If their typing speed is slow, the boy's life is under danger. Once children succeed to rescue the boy, the boy will laugh loudly for thanking.

4: Balloon Falling Letters are ruining the balloons. Save the balloons by typing the letters before the balloons land on the ground. Lots of fun! The more children type the more score they get.

5: Card The letters are arranged random based on the keys children choose. Type the letters on the card. This will help them to know well the basic keys.

With playing typing games, the typing program helps children easy master a skill needed in today's computer oriented world. Download it at http://www.typingstar.com/


About The Author

Crisis Core: Final Fantasy VII: Could Be The Best Game Yet To Be Released

Crisis Core is the latest chapter of the Final Fantasy series of computer games produced by Square Enix. This Japanese animated series as grown quite a reputation over the years and could be on of the best games that has yet to be released this year.

The Big Day September 13 2007,

The big day of September 13 2007 is when we should expect to see Crisis Core but don't hold your breath, this game has had more release dates pushed back then I care to remember. One thing is for sure, these release dates have heightened the anticipation for this computer game.

The Trailer for Crisis Core was shown in 2005 to great reviews from everyone who has viewed it. Since that time peoples anticipation and hopes for the game to be released have grown incredibly as each release date has been announced.

Crisis Core when it is finally released will come in both English and Japanese versions.

For A Final Fantasy There Have Been Many Fantasies

For a franchise called Final Fantasy their have been many titles. The first game was created in 1987 and since then has grown a cult following amongst it's English and Japanese fans. The game not only appeals to avid computer gamers but also fans of Japanese animation.

This chapter of the game Crisis Core sees four young warriors traveling to different areas of their world to defeat the four fiends of chaos. Each of the locations look beautifully detailed and very well animated which is what we all expect of Japanese animation.


About The Author

Ben Brook is owner of Games O Matic Online Computer Game Store and is an avid PC games of over 15 Years. Please visit http://www.gamesomatic.com for more articles and the best computer games.

Analysts are Stunned by Lucrative Online Skill Games Market

The online skill games market is raking in an astounding $412.00 (USD) per second, sending analysts into a frenzy.

As rapidly as the internet marketplace has grown overall, the market for skill games has grown at nearly four times the rate. The online games market is on target to grow from the $3.4 billion (USD) produced in 2005 to more than $13 billion ($412 per second) by year 2011, according to the most recent report from analyst firm DFC Intelligence.

$5.2 billion dollars is the genre's current market valuation (2007). That works out to approximately $164.00 USD per second. Within the next five minutes, players worldwide will spend almost $50,000 on games online.

The combination of this amount being spent and the projected future growth makes this industry a hot ticket for companies like MTV Networks,who are eager to get their slice of the action.

What is the meaning of a "game of skill"? "A skill based game is a internet game played in a tournament format, with each player paying a cash entry fee to play, and with a cash or merchandise prize going to the winner or winners of the tournament" according to The International Game Developers Association.

Skill games derive their name from their greater dependence on ability, and much lower dependence on luck, to successfully win at them. This is a critical point to keep in mind, as games relying solely on luck or chance may be restricted by anti-gambling legislation.

Is it legal to play or provide skill-based games? In the United States, the Skill Game Protection Act, or HR 2610, was introduced on June 7, 2007 by Robert Wexler (Congressman, NY), making games of skill, such as poker, bridge, and chess, legal to play and provide online access to for profit.

In other countries, games that rely on a player's skill or ability, and leave little influence of their outcome to luck, are typically legal. Before attempting to test your ability at skill games, however, it would be advisable to make sure you're familiar with the regulations in your country.

As many online gambling sites worldwide are being shut down for legal reasons, and with many of these sites' patrons moving towards online skill games, the market for online skill games will likely continue to flourish.

How can I make money with online skill games? To make money from online games of skill, you may (1.) Become skilled enough at a few online games to consistently win money and prizes in tournaments, or (2.) Start a gaming website, and have people pay you for the privilege of playing your games.The latter is inherently more profitable, although setting up a gaming website can be a somewhat arduous endeavor.

As online games allow skilled persons the opportunities to both make money and indulge their competitive spirit with players from around the world, their allure can be difficult to ignore for many people.



About The Author

Lance Verster writes articles for various skill gaming sites and operates his own skill games business.For more information on starting your own profitable skill games business go to: http://www.bizevolution.net

Green With Envy In The Google Game

Beginning on April 14th, 2007, a firestorm blew through the Internet community with the search engine optimization (SEO) community burning the hottest. The embers were warm and waiting for a strong wind to blow and kick up the flames, but it took Matt Cutts, the Google engineer extraordinaire to fire the flames with an off-the-cuff comment about "paid links."

The flames raged and in most forums, the wind quickly shifted moving the firestorm back towards Cutts and Google. Thread Watch offered the most biting rebuttal to Cutts' comments: http://www.threadwatch.org/node/13925 and http://www.threadwatch.org/node/13941

Aaron Wall at Thread Watch is a respectable fellow, and he tore into Google with a ferociousness that I had not anticipated. Matt Cutts tried to answer some of Aaron's questions, but it seemed that Cutts' rebuttals only added more fuel to the fire.

I would not have wanted to be in Matt Cutts' shoes that week. Oh my, it was brutal!

Even on Cutts' own blog where the "paid link" comment originally surfaced (http://www.mattcutts.com/blog/hidden-links/), Danny Sullivan posted a question that went unanswered, so Sullivan commented about it on his site: http://searchengineland.com/070420-111550.php

Search Engine Watch even mentioned this issue and linked to additional forums where the debate was raging: http://blog.searchenginewatch.com/blog/070416-020746

What Most Readers Took From Cutts' Comments

There were only a few readers who took Matt Cutts' comments to be brotherly-advice.

The vast majority of people were screaming that Google intended to exercise their "monopoly control" over the Internet to run all of their competitors out of business.

Generally, I am not a "reactionary" type person. But for about an hour, even I had a ball in the pit of my stomach.

The ball passed from the pit of my stomach when I read a post that mirrored an opinion I have openly written about numerous times before: How does Google determine the "intent" of a person making a link? They can't!

Understanding The Nuances Of Similar Items

Some people suggest that I should be ashamed of myself for speculating about the future of Google's algorithms. There is even one clown, who has suggested that I should fear mentioning Matt Cutts' name in an article, because I am bound to draw Cutts' ire against me and my businesses. But, I am not worried.

I am simply laying out my "speculative" opinion about what Cutts' comments might mean to my business and yours. You are free to use your own brain to judge the value of my words.

Am I playing a double standard when I say that Google cannot determine the intent of the person placing a link, and then I comment on how I interpret the future of the Google search algorithms? I don't think so, and let me tell you why.

Google uses algorithms (software programs) to make distinctions about what a web page is about, how they value that page, and to judge the nature of a link.

I use my intellect (or as some would suggest, my lack thereof) to make a judgment about what Google has told us we should expect from them in the future.

I trust software to a certain extent, but software cannot always read the nuance that separates two very similar items. So, how can the Google algorithm be expected to determine the intent of a person who placed a link?

It has always been my contention that humans are "required" in any process that must make an interpretation of nuance. In my businesses, we refuse to trust computers to make judgments of nuance, because they can't. That is the reason we employ human beings to process orders.

What Is Google's Intent Behind The Paid Links Issue?

The whole of Cutts' argument seems to hinge on nixing "paid links" that are designed to manipulate or "game Google's PageRank" and to a lesser extent, their organic search results. Google seems to be really agitated that webmasters are "selling links based on the PageRank value of a page."

The problem is that webmasters are selling an intangible asset that is wholly owned by Google and maintained for "Google's benefit." Webmasters are selling this Google asset, but Google will not receive any of the proceeds from that sale.

As a result, Cutts suggested that webmasters should use some method that Google's spider can use to recognize and distinguish "paid links" from "given links." Since Google's algorithm is based on the theory that links are given to websites that deserve those links, the paid links on high PageRank pages can really skew Google's PageRank values and its organic search results.

Here Is Where It Gets Ugly

Both honest and dishonest people inhabit this Internet.

Google wants webmasters who are selling links to distinguish paid links from given links, so that Google can ignore "links purchased to influence PageRank."

If honest people distinguish paid links in a way that Google can recognize, then the market demand for those links will dry up. Once the PageRank value of a link is taken away from the buyer, the buyer will be forced to purchase links based only on the traffic that the specific web page receives. If all paid link decisions were based only on a web page's traffic, then the market value of a link would be decimated.

Once a webmaster tells his link-buying customers that his or her links will no longer carry PageRank value to the buyer's website, then the value of that link will drop in most cases by 80% or more. Why would a webmaster want to reduce the market value of his links by 80%?

Although Google's links do not pass PageRank to the websites that are in their index or paid listings, we have to ask ourselves one thing. Would Google be willing to take a step that would reduce the market value of their own links by 80%? They certainly would not do anything that would cut their own bottom line that deeply, yet they are asking webmasters to do just that.

This is the reason people are teed off at Google. At least 80% of the market value of a link is driven by the PageRank value of the web page where the link will be placed.

Dishonest people don't care to play by the rules; they will continue to sell their PageRank value, as long as they continue to have buyers. Only the honest will suffer.

Link Buyers Are Green With Envy

Link Buyers are envious of the PageRank value given to other web pages, and they want a bit of that value passed over to their own websites.

Link buyers are green with envy, because they can see that little green bar in the top of their browser that tells them how much value Google gives a web page in its algorithms.

If Google were to keep PageRank as a private value, known only to them, then "paid links" would not be an issue for them to manage.

If the public cannot see what a page's PageRank value is, then link buyers would not be able to use PageRank to influence their link buying decisions, and webmasters would not be able to market their PageRank value to other websites.

How Simple Is That?

All Google has to do to solve this problem of theirs, is to take away the indicator people use to buy and sell PageRank.

Someone suggested to me that Google would never do away with the PageRank indicator in their toolbar, because Google feels that it is the only thing that ensures that people will keep the Google toolbar in their browser. Personally, I will continue to use the Google toolbar for my searches, even if the PageRank indicator was not there, because I like the search results Google gives to me. But that is just my opinion, and I am only one person out of millions of Google toolbar users.

What it boils down to is this. If Google is serious about nixing schemes to buy and sell PageRank, then they would simply take their PageRank indicator away from us. But will they take it away? Only time will tell.


About The Author

Bill Platt offers article ghost writing and article distribution (http://thephantomwriters.com/ghostwriting) services through thePhantomWriters. He also offers a guaranteed link building (http://www.linksandtraffic.com) service, utilizing article marketing as its foundation, through LinksAndTraffic. If you have any questions about Bill's services, you can reach him by phone from 9am-6pm, Monday through Friday at 405-780-7745.

E! True ZX Games Story: Boulder Dash

Boulder Dash, released in 1984, is in no way balderdash. Please do not take the "we do not like pun" high horse here as in terms of this article it has to do with the history of invention.

Here is couple of quick facts about the Boulder Dash story:

* Peter Liepa, who is credited as the game creator, studied Physics just like Douglas Smith (http://www.zxgames.com/en/loderunnerstory.shtml).
* Unlike Lode Runner's creator, Peter did not become quick- and super-rich.

So, here is the story…

* Game Inventors: Peter Liepa, Chris Gray
* Occupation at the time of invention: Peter Liepa - unemployed; Chris Gray - unknown
* Location at the time of invention: Canada.

The game concept and its realization seem to be simple (at least in terms of modern technologies). However Boulder Dash's cookbook is composed of one man's versatile interests and another man's idea.

Fascination with animation

Born in 1953 in Ottawa, as a kid Peter aspired to be an animator or special effects designer on the one side, and a particle physicist on the other. He had to drop the latter as he found it too practical and fuzzy and thought there was vague future for particle Physics. The incentive for animation, on the other hand, lived with Peter until there was the right time to let it out.

Fascination with computers

When in high school, Peter was sent to the National Research Council of Canada for a week as part of an internship program. He had to work in a physics lab, Peter's supervisor had a shiny new Wang Calculator and it arrested the young intern's attention. In the same week all interns were taken on a tour of the Council's computer center. Amazed by what he saw, Peter asked to spend the rest of his internship time there. At the computer center there was an interactive terminal, which in those days was something similar to Teletype or IBM Selectric hooked up to a central mainframe. Peter quickly learned to program it, but after the end of week's internship there was no opportunity to study computers for a long time. In those days, the concept of personal computers was unimaginable.

Peter started off in Physics in university, but soon switched to math. His summer jobs were in computer programming, and he spent a lot of time playing early things like Conway's Game of Life, which printed results on paper and had not digital screen whatsoever.

Fascination with human nature

After graduating in math, Peter drifted around studying subjects like human memory and perception. He received a master's degree in Control Theory. Both Control Theory and knowledge of human nature are another key points in what was later to become the cult game.

Another man's idea

When Peter was in his late twenties, he visited a friend of his, who was deeply into electronic toys and had a large screen TV and an Atari 400. Peter spent several evenings playing games, and then had a "I can do this" flash. He went out and bought an Atari 800 to start writing games. But rather than just starting to write a game, Peter thought it would be prudent to contact a local game publisher to see what sort of game might be in demand.

The publisher put Peter in touch with Chris Gray, who had submitted a game in Basic, but did not have the skills to convert it into machine language. The game was similar to an arcade game called The Pit, but after examining it more, Peter found that the game had very few game play variations - too much of it was predetermined.

The development

Not satisfied with Chris' game algorithm, Peter started playing with basic elements of dirt, rocks and jewels and within a couple of days had built the basic "physics engine" of what was to become Boulder Dash. He realized that using a random number generator one could generate random caves, and that by controlling the density of rocks and jewels one could get some interesting game play. The game play fascinated not only from a puzzle standpoint, but it also appealed to various emotional drives - the obvious psychotic ones like greed (collecting jewels), destructiveness (dislodging rocks and killing fireflies) and the neurotic ones like cleaning all the dirt out of a cave.

Chris and Peter lived quite far apart, so that their meetings were infrequent and involved a long drive. It turned out quite quickly that their design goals and methods were fairly incompatible. Peter was developing a game quite different from Chris' original, and did so just about completely on his own. Peter designed all of the elements, physics, caves, the game play, the graphics, the music, and the title. Chris helped out with a few odds and ends - he suggested, for example, how to make the graphics for the game title by composing big letters out of the Atari character graphics. In the end, there was a lot of debate as to how exactly Chris should be credited and what his share of royalties should be.

The working title of the game for a long time was Cavern Raider, and several other variants like Cavern Crystals. Eventually Peter came up with the name Boulder Dash, which is a takeoff on the word balderdash. Coincidentally, a board game named Balderdash was also published in 1986.

The game's main character - Rockford.

Originally, in the early physics engine stage, Rockford was just a static shape similar to a cross. When one moved the shape, it dug through the earth and absorbed jewels. In fact, the graphics were very simple, and elements were all single characters in a 24x40 character display. There was no scrolling in the early versions of the game. It was Chris who suggested that the digging shape should be a "man", and together they came up with a simple human shape. When Peter showed an early version of the game to a potential publisher, they pointed out the "the man" was way too small and needed to be a more recognizable character. But it was not possible to make "the man" more prominent without making everything larger as well. So this was where the hard work began of converting the game from one that ran on a 24x40 character display to one that scrolled over a much larger region.

Now that the game elements were bigger, Peter was able to add much more detail, including making "the man" more recognizable. He built a character editor to work out the pixels and the animation. It was at this point that the Rockford character took shape. Rockford was not supposed to be any particular kind of human or animal, he just evolved in the pixel editor. Since Peter used to be interested in animation, he worked out the character to make Rockford blink his eyes and tap his feet. This was an innovation that added a lot of depth to the character.

The result

Overall, it took Peter about 6 months to finish the first version of Boulder Dash with no more than 2 hours of actual work per day.

Even though Boulder Dash was finished in half a year, it took another six months to find a publisher and work out a publication agreement. By this time Peter was already full time employed at a company that developed word processing software.

And so, the rest is history - Boulder Dash was eventually published by First Star in 1984 and was an instant bestseller.

Having survived for over two decades on the market, the game is still here to fascinate us. You are always welcome play our remake of Boulder Dash (http://www.zxgames.com/en/boulderdash.shtml), which is as close to the original as possible and needs no emulators to run.

Where is Chris Gray now?

We have no idea.

Where is Peter Liepa now?

Peter works in software development at a company named Alias, which produces 3D software for design and entertainment.


About The Author

Mikhail Zhilkin of ZX Games (Sales, Support and Public Relations). Apart from being ZX Games founder, Mikhail is doing his post-graduate study in Physics, lives in Tokyo, Japan and expresses his extreme pacifism by not doing compulsory military service in his home country. Mikhail enjoys playing soccer and ZX Spectrum games.

E! True ZX Games Story: Lode Runner

Eighties was the marvelous time of innovative game concepts, and this is what we at ZX Games (http://www.zxgames.com) really love and have passion for. We are not really sure what that time was all about, but somehow a single person could come up with a brilliant idea and turn it into a game selling millions of copies.

Developing a game today is a whole different thing. We really do not welcome the idea of having a huge team of developers and writers and animators and etc to create one complex game that will need some time to grow on you and yet will not be original. Simplicity and minimalism is what distinguishes a good game; ingenious thinking is what marks a bright mind.

Today's featured game is Lode Runner. Released in 1983, it's amazing that the game still sells and people buy it everyday. Can you imagine this? Not a day passes by without having at least one person interested in purchasing Lode Runner...

* Game Inventor: Douglas E. Smith
* Occupation at the time of invention: student, major in Physics
* Location at the time of invention: University of Washington, Seattle

Douglas Smith lived in Renton, Washington before going to Seattle to get into the Computer Science Department at the University. However, as irony would have it, the future inventor of Lode Runner failed twice to qualify for Computer Sciences and had to settle on Physics major. Eventually Douglas dropped out of the University in the wake of Lode Runner’s success and became a millionaire.

The earliest version of Lode Runner was written in Fortran on the University’s VAX 1. It was called Kong because of its similarities to Donkey Kong. Since developing video games was not authorized use of the University’s resources, the game was known as graph until its completion. Running graph on the University machine required the user entering a secret password. This password became common knowledge among students, and soon it was reported that around 80 of the total man-hours to the development of the Fortran version and 0 royalties on gross sales. One of the others offered him $100,000 flat. He made the right choice and picked Broderbund. Later Douglas blamed Sirius for leaking a copy of Miner, which was widely distributed in southern California.

Broderbund gave him the advance with no strings attached other than he could not market it elsewhere. To get the royalties, Douglas would have to complete the game with four major points:

1. Animation
2. Sound Effects
3. New Title Page
4. 150 Levels

With new incentive, Douglas worked around the clock, dropping his classes for the quarter (Spring, 1983). At that time he only had about 30 levels and it is said that he was not creative enough to think of another 120. So he let the neighborhood kids come over and design new levels with Douglas' screen editor. He paid the kids on a per level basis for every one that ended up in the final release.

Broderbund had an ex-Walt Disney animator working in-house. For a cut of the profits, he would design a nice title page. Douglas took him up on his offer.

The game's snakes were tuned into running stick figures, because Douglas could not come up with proper animation and simply borrowed the four-frame running man sequence from Broderbund's Choplifter game (hence, the name Bungelings).

The game was ready by Summer of 1983 under the Lode Runner title.

Douglas offered James Bratsanos a flat payment for his role in the development of the Fortran version. James was surprised to receive anything at all, and accepted.

Douglas' royalties started pouring in. He broke Choplifter's Broderbund record of $77,000 in one month royalties. Rumors go around that Douglas grossed $2 millions in total royalties. Although he had to pay a substantial part of the income as taxes to the government, with the net profit he was able to buy a Porche 911 Carrera, a Bayliner Speedboat and a house in Issaquah, Washington.

However, soon with the money going out fast, Douglas realized that he did not have enough to retire on. He started his own company called QAD. The name stood for Quick And Dirty. Unfortunately we do not know what the company was about. What we know is that Douglas did not have much luck with it. So, soon he undertook a new venture named Ralph. Ralph was to become a new video game for the Apple II microcomputer. However the project quickly became overdue and eventually failed. Douglas decided to go back doing what he was best at, and that is making new and improved versions of Lode Runner.

If you have any idea where Douglas E. Smith is now and what he is up to these days, please share this information with us at mail@zxgames.com. As a reward, we will give you any of our games free of charge...

..or just play our remake of Lode Runner (http://www.zxgames.com/en/loderunner.shtml), which is as close to the original as possible and needs no emulators to run.


About The Author

Mikhail Zhilkin of ZX Games (Sales, Support and Public Relations). Apart from being ZX Games founder, Mikhail is doing his post-graduate study in Physics, lives in Tokyo, Japan and expresses his extreme pacifism by not doing compulsory military service in his home country. Mikhail enjoys playing soccer and ZX Spectrum games.

Cornhole the Game A Midwest Phenomenon

Cornhole what kind of name is that. The name will definitely get your attention and require some kind of explanation. It is a family game originating in the Midwest, and made popular in the Colleges and Universities. Cornhole is a Midwest Phenomenon that is expanding its borders.

It is a simple game a lot like horseshoes but without the danger of getting smacked with a heavy piece of metal. In Cornhole you throw one pound bags of corn, or beans at a target hole - much safer. Requirements: a 2 ft x 4 ft. raised board with a 6 in. hole cutout. Place the boards 30 ft apart and have at it. Players score 3 points when a bag goes thru the hole and 1 point when the bag lands on the board. The opponent can negate a player's score by doing the same thing or knocking a bag off the board. The game plays to 21. The game is addicting so watch out.

Cornhole Tournaments are popping up in Chicago, Cincinnati, San Diego, Dallas, New York, pretty much all over the Country. Cincinnati Bengals Quarterback Carson Palmer has his own Charity Cornhole Tournament. The game has evolved so much that now there are even Professional Cornhole Tournaments where the winner takes home a good chunk of money.

A Corn Hole Set is easy to make and most cornhole sets are homemade. However with the popularity of the game now many cornhole sets are manufactured. American Cornhole, one of those manufacturers, makes a "furniture quality" cornhole set called the American Cornhole Tournament Series Set that is not only fun to play but a great looking hardwood board. These boards are found on all the Carnival Cruise Lines. Nothing like Cornhole on the High Seas.

Several Cornhole Organizations have formed to promote the Sport of Cornhole. These Organizations offer rules, league management, and education to help promote the game. American Cornhole Organization, one of those organizations, is developing Software that will offer a Cornhole Handicap so that any level of player can play another competitively - isn't that interesting.

So if one of your friends wants to play cornhole, don't panic. Join in the fun.

Cornhole is a game everyone can play.


About The Author

Kenneth R. Geers, the writer, says "Life's a Pitch" Cornhole is there to help. http://www.sportomotoring.com/cornhole-game.html.

Interior and Exterior Accessories http://www.sportomotoring.com