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Friday, March 29, 2019

The Ultimate List of The 16 Best URL Shortener Services

  1. 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

  2. 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

  3. Bc.vc: Bc.vc is another great URL Shortener Site. It provides you an opportunity to earn $4 to $10 per 1000 visits on your Shortened URL. The minimum withdrawal is $10, and the payment method used PayPal or Payoneer.
    Payments are made automatically on every seven days for earnings higher than $10.00. It also runs a referral system wherein the rate of referral earning is 10%.
    • The payout for 1000 views-$10
    • Minimum payout -$10
    • Referral commission-10%
    • Payment method -Paypal
    • Payment time-daily

  4. 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

  5. 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

  6. 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.
  7. 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.
  8. 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

  9. 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

  10. 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

  11. 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

  12. 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

  13. 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

  14. 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

  15. Fas.li: Although Fas.li is relatively new URL Shortener Service, it has made its name and is regarded as one of the most trusted URL Shortener Company. It provides a wonderful opportunity for earning money online without spending even a single $. You can expect to earn up to $15 per 1000 views through Fas.li.
    You can start by registering a free account on Fas.li, shrink your important URLs, and share it with your fans and friends in blogs, forums, social media, etc. The minimum payout is $5, and the payment is made through PayPal or Payza on 1st or 15th of each month.
    Fas.li also run a referral program wherein you can earn a flat commission of 20% by referring for a lifetime. Moreover, Fas.li is not banned in anywhere so you can earn from those places where other URL Shortening Services are banned.
  16. 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

A Word About The Brazilian Gaming Market

(NOTE: this content is a teaser from my HCI's 2019 paper and the last post of this year)

The Brazilian gaming market is full of opportunities and peculiarities. The country is well-known abroad for being an emergent field where new game ideas can be explored, andalso for its high levels of piracy, unfortunately. In a certain way, the country is a unique "ecosystem" where different business models and creative processes can be explored, given the size and the diversity of its population, of almost 220 million people.

The gaming industry in Brazil is not consolidated though, and under many aspects it is still in an initial stage. As a first step into our discussion, we can highlight some attributes of the Brazilian gaming market, using as reference the data collected in an important survey named Game Brazil Research 2018 (Pesquisa Game Brasil 2018, in Portuguese), conducted by the company Sioux Games.



In its fifth edition, the research comprised interviews with 2853 people, in an attempt to investigate some demographic, consumption and behavioral aspects of the Brazilian gaming field. The first information we need to highlight is the fact that 75.5% of the Brazilian population plays games in a wide range of platforms, like smartphones, tablets, computers, consoles, portable consoles, etc.

According to this research, the gamer audience in Brazil is mainly cross-platform,with 74% of players experiencing games on more than one device. Smartphones lead the numbers as the most popular gaming platforms in Brazil (37.6%), while consoles occupy the second place (28.8%), followed by computers, in third place (26.4%).

Another interesting piece of information from Game Brazil Research 2018 concerns the self-image of the Brazilian gamer audience: only 6.1% of the respondents considered themselves to be "hardcore" gamers. Most of the interviewed people identified themselves as casual gamers.

It was also remarkable, in the research about mobile games, that 60.7% of respondents said they played while in transit (bus, subway or car).

Finally, it is noteworthy that 53.6% of Brazilian gamers are women, and among the female audience the favorite platform is mobile (59%), in which they spend an average of one to three hours a week playing games.

From these preliminary data, it is possible to understand that Brazil is a fertile ground for mobile games and a place with high potential for new gaming business in this field.

There are no massive game publishers in Brazil yet, and mobile platforms like App Store (Apple) and Play Store (Google) constitute interesting opportunities for game designers, indie studios and small gaming companies to showcase their work, in Brazil and abroad.

#GoGamers

What Isn’T An Advergame

We have already discussed the idea of advergames here at GAMING CONCEPTZ (you can check it here and here). On the other hand, it is also important to contextualize what cannot be considered an advergame.

We've already explained that an advergame is an advertising piece of campaign that : requires planning and an interface that puts together a brand/product/service and the gameplay

In this context, an advergame is not a ready-made game that one can simply insert a logo or a company's feature. In the following hypothetical example below, we see the interface of the classic Pac-Man game with elements from McDonald's brand. To insert these elements on the gaming interface does not make this game an advergame; there is no strategic view or branding planning, we only notice elements scattered in a videogame screen.



According to Cavallini (2006), the notion of advergame – a neologism formed from the juxtaposing of the words "advertising" and "game" – could be described as a marketing strategy that uses games, mainly electronic, to advertise brands and products. That includes a large range that goes from complex games that are developed specifically for advertising purposes to common casual games – much more complex than to only insert a logo in a classic gaming interface.



Reference:

CAVALLINI, Ricardo. (2006). O marketing depois de amanhã. São Paulo: Digerati Books.

#GoGamers

Striking The Infinity War Iron... A Month After It Came Out

So much for more Mario Game Genie crap. Probably next week.
Instead, time to cash-in on the Avengers: Infinity War hype! What do you mean it came out last month and almost everyone knows how it ends?
Leave it to Chris to be late to the party.
For the few people that haven't seen Infinity War and still want to, spoilers are ahead.

This week's video is only three and a half minutes long, that's a relief.
THANOS Destroys the Video Game Universe! Avengers Infinity War Gauntlet Battle 

Not sure why Thanos is in all caps... well click-bait.
In fact, I saw the title this morning and it was worse. It didn't have the "video game" part, just said "destroys the universe" (even though Thanos only took out half the universe). The title also had Fortnite in it. Someone must have called him out on that one, then he deleted the comment and changed it pretending like it never happened. It's the conspiracy shitbag way!
EDIT: Or maybe it did say "Video Game Universe". I just know Fortnite was there before and now it's gone. Twas a busy day.

Description says he's "trying out something new". Uh oh...
It also says "Thank you for watching the Chris NEO Retro Show" Retro? Where did this come from? Also, isn't that an oxymoron? I assume the word "Neo" in this case means "new", and yet all you've talked about is old games. Now you're calling yourself "Chris Neo Retro"? What the hell are you?

Video opens, gives a spoiler warning, claims Thanos had an impact on reality and the real world but also had one on the gaming world. Then he does an over-acting "WUUT?"

He mentions how he saw "The Infinity War" (it's called Avengers: Infinity War, you're likely confusing it with the 1992 comic that served as a sequel to The Infinity Gauntlet comic which A:IW took its inspiration)
After seeing it, he returned home and decided to play Maximum Carnage. ... As you do?
Starting it up, Spider-Man doesn't show up in the game. He believes because Spider-Man died in the movie, he was wiped out from the game. This is already stupid!
He puts in Arcade's Revenge (not a good game) and he's gone from that.
Then he freaks out because Thanos may have wiped out characters in other games. So he grabs a bunch of random NES games off his shelf. Look at all this tension! Pffffft

"It was then that I put in Super Mario Bros. for the NES" You don't have to narrate, you're not a Jojo character.
He beats Bowser and finds that Toad is gone. Then he voices Mario wondering where he is. Duuuumb. At least he said Toad's name right for once.
Then he goes to Super Mario Bros. 2 and finds Toad is gone there.
Then he goes to Paperboy and the title character is gone. Then a stupid bit where two neighbors wonder where the paperboy is and a break-dancer in the streets is run over with a car. ARE YOU LAUGHING YET?
Then he goes to Mortal Kombat (because Chris' knowledge of video games is so very limited) and somehow Thanos wiped out "the announcer". You mean Shang Tsung? He was the announcer of the first game. It gets worse because he's playing in the stage where Tsung is clearly in the background. Also his voices for Scorpion and Johnny Cage are terrible.

Then Donkey Kong, there's no more Pauline (Chris couldn't bother to learn her name). More terrible Mario voices.
Then Sonic & Knuckles (not Sonic 3 and Knuckles, just the expansion) where there's no Knuckles
Then Pac-Man with no Pac-Man, with a dumb bit where two of the ghosts leave to get ice cream (Zzzzzz)
Then TMNT on NES with Leonardo, Donatello and Michelangelo gone, only Raphael is left. Get it because Raphael sucks in that game. Hur hur hur hur hur hur hurfaksrjef;likesrf;laekrj;lka

"Wait a minute, what about the Duck Hunt Dog?" The one you already killed in the finale of Irate Gamer? Thanos can't kill what's already dead. Unless he reverses time and reality first but you killed the dog already.
He starts playing... with the NES controller. Where's your fucking Zapper? You can't play Duck Hunt with the controller! Did you put any thought into this video?
Anyway the dog survived and that's the joke...
He begs the Avengers to stop Thanos and save the "gaming world". Oh fuck this noise.

What a pointless video. Can't even cash in on the Avengers hype because it's over a month old. And don't tell me "It took him long time to edit", a lot of these were really easy edits! Basic shit you learn in a school course. Hell the Mortal Kombat example didn't even need editing, he just muted sound! The TMNT one was easy, he just killed off the other three Turtles first. It's not like How It Should Have Ended which actually needs time to animated, or Honest Trailers which needs the full movie.

One of the comments Chris liked (the little heart symbol that puts the comments on top) comes off really sarcastic. "Wow this was unique. Nobody has brought this up on YouTube. Good job!"
Somehow Chris could not see the obvious snark. Goes to show how dumb he really is.

Are we sure this wasn't a Puppet Steve video he somehow mixed in here? It was just as juvenile.
Speaking of *goes to check* More FNAF, more Bendy, more Minecraft, wait Mortal Kombat? *thumbnail has Steve wearing a Raiden hat* Yeah I'm not touching that.

EDIT: Also to add how lazy this video was, he didn't even bother to do the fading effect. He's just showing the aftermath. That's boring! 

The Legend Of Zelda Symphony Of The Goddesses At The Detroit Symphony Orchestra: Review

Last night my partner and I had front row seats for the DSO's sold out performance of The Legend of Zelda Symphony of the Goddesses.  This morning while it's still fresh on my mind, I wanted to write a review of the concert.  I've mentioned before that I find reviews of these types of game audio concerts lacking.  If they are covered, reviewers either have extreme disdain for the music being performed in the first place, or else they are super game enthusiast fans who love anything that has to do with that game franchise and often don't know much about music.  I suppose I'm somewhere in between.  It was only my second time in the DSO audience; most visits, I've been onstage performing as part of the pre-concert music.  The other time I attended a concert here, I was seeing Kathleen Battle perform Previn's Honey and Rue, and that was at least a decade ago.

The first thing I was struck by even as I entered the hall was the audience; most classical concerts can only wish for the diversity of patron that this concert had.  The audience was primarily young, I'd guess many close to my age or under, though there were also some blue hairs to be seen as well.  I saw folks of so many ethnicities and races as well; being from a mixed household, that kind of feeling walking into a concert is so uplifting for me.  And of course, folks were in costumes: I saw a few Kokiri outfits, a couple Zeldas, and even a King of Hyrule.  The audience enthusiasm was visible even just entering the hall.  Once inside, crowds overwhelmed tables with various Zelda merchandise.  (I bought a piano collection for some research I'm working on.)  I don't know how the DSO usually handles drinks in the concert hall, but I saw a number of audience members with beers and mixed drinks during the concert, so the atmosphere was definitely relaxed.  When you can sit in your chair and have a drink as you listen to the orchestra, that's my kind of concert!

The program consisted of the following movements, and this was given out as a printed page:

Overture 2017
Majora's Mask Medley
Breath of the Wild
Prelude
Ocarina of Time
The Wind Waker

Intermission

Temple of Time Intermezzo
The Twilight Princess
Time of the Falling Rain
Ballad of the Windfish
Gordon City Medley

The first half was about 50 minutes, intermission around 20, and I was walking out the door of the concert hall at 9:24, so the whole event was just less than an hour.

My favorite movement by far was the Time of the Falling Rain arrangement, which was a medley from A Link to the Past.  The LttP music ended with the credit music from the game-- something I show in my Video Game Music class most semesters-- and that connection was really powerful for me.  This was one of the best arrangements in the evening and acted as a natural end piece to the concert before two printed "encores."  The Goron City Medley at the end of the program really showcased the brass sections of the orchestra and the players gave all the character that the trombone and tuba can have as they play these themes.  Really awesome and the whole orchestra sounded great at parts like this!  I also very much enjoyed the Breath of the Wild material from early in the show.  I think that arrangement may have been literally from the game.  Although BotW was too short of a movement, perhaps to avoid spoilers?, I think that going forward actually playing direct music from cutscenes in games may be a better way to go than so many of these arrangements.  The arrangements depend so much on the quality of the orchestration and the skill of the arranger in stitching together various themes or making a theme have a different feel than one might expect.  That simply doesn't always translate well.  Now that game audio can be fully orchestrated, there's no substitute for hearing the original audio in much the same way as a film concert.

The conductor was Kelly Corcoran, who is based out of Nashville.  She is a regular conductor of these Symphony of the Goddesses performances and has numerous upcoming dates around the country in the next months.  It was a cool connection to read in her bio that she studied with Leonard Slatkin, currently the conductor of the DSO.  One of my favorite moments of the concert was when she held up -- to cheers and laughter from the audience --  and then conducted with the Windwaker before The Wind Waker movement in the program (although she held it quite awkwardly high, not by the base).  That said, I did wonder exactly what the purpose of the conductor for an event like this is.  Several members of the orchestra had ear pieces, so if everyone is trying to play to the click track, what does the conductor do?  Yes, perhaps someone needs to cue the various entrances of the orchestra, certainly the choir needed babying in tonight's performance.  However, Ms. Corcoran never indicated a musical phrase or shape, always beating very precisely in time and there was never an adjustment to the balance; there were several cases, between the percussion and the wind sections, whether through the arrangement or the overdone amplification of the orchestra, where the melodic theme was buried.  Furthermore, Ms. Corcoran would often grab her earpiece during the loud climatic sections, in what struck me as an homage to Mariah Carey, as she tried to hear how the tempo of the click track was changing.  Whether the audience is aware of it or not, there's nothing less satisfying than seeing a conductor freeze and bend over slightly, pressing an earpiece into her ear during a climatic musical moment instead of standing straight and embodying the sound confidently.  I wish that these concerts were able to tie the multimedia projections to the music instead of slavishly asking the musicians to sync themselves so metronomically to the visuals.  Isn't that the point?: a concert of this type should be a celebration of the audio over the visual.  

By far, the weakest part of the concert was The Community Chorus of Detroit.  They seemed unfamiliar with the music, under rehearsed, musically uncertain, and had terrible intonation and tone.  Think about where chorus is used in game audio: an epic boss battle, an ancient legend unfolding - something that takes the moment over the top.  Now imagine that chorus to be so weak that it actually feels anti-climatic.  Not pleasant.  Vince and I broke out in laughter a few times at the chorus singing.   Disappointing.

These concerts have a lot of things going for them:

  • Lighting changes - for instance, blue during Wind Waker and green during Breath of the Wild
  • Multimedia projections of game footage and the orchestra members playing live 
  • Short spoken statements from the creators of the games and music 
  • Incorporation of prerecorded sounds and sound effects.  
Now, I don't need these things to feel engaged at a concert, but I do appreciate how game audio lends itself quite naturally to a multimedia updating of the traditional symphony concert.  I liked very much being able to see into wind and brass sections of the orchestra from the camera shots.  But for everything there is a flip side, and hearing the piccolo struggle through the Zelda good morning cue is painful enough, much less to watch the player projected on the big screen in a delay.  I do often feel though that the orchestra players aren't fully into the music and there's a lack of excitement at concerts like this.  I think part of that is the arrangements/orchestration aren't always great.  I also think part of it is the players/singers may have a slight disdain for the music.  The average audience member may not notice, but when a section is played double time (as happen with the cellos early in the concert), or a wind cue is in minor instead of major, I'm really taken aback.  I understand mistakes happen and I'm certainly not perfect myself live.  Some of that is undoubtedly unfamiliarity with the material, or perhaps misprinted parts.  Maybe a concert like Distant Worlds or Video Games Live! works better because of the variety of music possible-- after all, how many times can you see an arrangement that progresses through a quiet beginning, a goofy character theme, an epic theme, etc, until a climatic boss battle plays Ganon's theme for the finale?  The same format and music gets tiring as the night progresses.  Whatever causes it, I hate always leaving events like this feeling "something's missing" and that happen again for me with this concert.

I did enjoy myself last night and I know I'm not the typical concert-goer at any musical event, much less this sort of concert.  However, when a concert can fill a 2000 seat house on a Wednesday evening, something is really, really right.  Then again, as I scanned the orchestra, I noticed the concertmaster was away as was the principle cellist.  Several of my UM colleagues were subbing in various sections as well.  If the audience can be this into the music, what can we do to get the top orchestra members to believe in it enough to play it as well instead of taking the night off?  Or should these concerts just be sold electronically, recorded perfectly, mixed, mastered, and synced up precisely to the visuals?  Is there a reason for the "live" aspect of this show?  I can say that for me there's "something missing" and I wish I could put my finger on what it is.  Overall though, I did enjoy myself and most of all, seeing this performance bolstered my desire to organize/perform in an all game audio concert.  

Bottom line: If you love game audio and The Legend of Zelda, I suggest you see one of these concerts if it comes close to you.  The sense of community is always great at a live event and for any fans of the games, this celebration of the music will be a treat.

[The Kitty Gamer] Score! Match Android Gameplay HD #1

[The Kitty Gamer] Score! Match Android Gameplay HD #1

Remember to subscribe my channel and follow my website: http://thekittygamer.blogspot.com/ to get my lastest video
https://www.youtube.com/watch?v=pDxS5xYOXIo
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$500 Budget PC Build April 2013

$500 Budget PC Build March 2013


Original Budget PC Build Article: http://newbcomputerbuild.com/gaming-pc-builds-of-the-month-2/april-2013-gaming-computer-builds/#500-april-2013-pc-build

This $500 gaming pc build will be able to play games at a decent frame rate of medium to high settings at 1920x1080p resolutions. If you are planning a gaming pc build at a reasonable price that will play any game then this is the right build for you.

Gaming PC Build Recipe:

All hardware is linked to Amazon.com – You Can also try   Amazon.ca (CANADA) • Amazon.co.uk (UK) Newegg.com (US) • Newegg.ca (CANADA)  Scorptec.com.au(AUS)  pccasegear.com (AUS) to shop for these parts.
 
Processor: AMD FX-4300 FX-Series Four-Core Processor Edition, Black AM3 FD4300WMHKBOX
Price: $119.99
Motherboard: ASUS M5A78L-M LX PLUS AM3+ AMD 760G Micro ATX AMD Motherboard
Price: $53.18
Graphics Card: EVGA GeForce GTX 650 Ti 1024MB GDDR5 128bit, Dual Dual-Link DVI, Mini HDMI, Graphics Card (01G-P4-3650-KR) Graphics Cards 01G-P4-3650-KR
Price: $144.99
RAM: Corsair Vengeance 8 GB ( 2 x 4 GB ) DDR3 1600 MHz (PC3 12800) 240-Pin DDR3 Memory Kit for Core i3, i5, i7 and Platforms SDRAM CMZ8GX3M2A1600C9
Price: $47.98
Hard Drive: Western Digital Caviar Blue 500 GB SATA III 7200 RPM 16 MB Cache Bulk/OEM Desktop Hard Drive – WD5000AAKX
Price: $59.26
Power Supply: Antec VP-450 450 Watt Energy Star Certified Power Supply Price: $34.50
Computer Case: Apex Computer Technology PC-389-C 10bay ATX Tower No Psu USB / Hd PC389C
Price: $29.99
Optical Drive: Lite-On Super AllWrite 24X SATA DVD+/-RW Dual Layer Drive – Bulk – IHAS124-04 (Black) Price: $17.99
Estimated Price: $ 507

The Video:


The Hardware:

AMD FX-4300 FX-Series Four-Core Processor Edition, Black AM3 FD4300WMHKBOX Price: $119.99


The AMD FX 4300 processor is a perfect fit for a budget gaming pc build. With an unlocked multiplier you have the advantage of being able to easily overclock this processor, which makes this processor a great value for only $120.
Technical Details:

  • Processor: 3.8 GHz
  • Number of Processors: 4
Cases and Expandability
  • Size (LWH): 5.5 inches, 2.75 inches, 5 inches
  • Weight: 1 pounds

ASUS M5A78L-M LX PLUS AM3+ AMD 760G Micro ATX AMD Motherboard Price: $53.18

With the change to an AMD processor this month, I had to switch up the motherboard to accommodate this. The ASUS M5A78L-M LX Plus motherboard will be able to overlcock the AMD FX 4300 and comes at a very affordable price. Keep in mind that we do include the maximum supported memory of 8GB for this motherboard (which is plenty of memory for a gaming build), so if you expect to upgrade in the future to check the "other suggestions" for a motherboard that can be further upgraded later on.
Technical Details:
  • 2 x DIMM, max. 8GB, DDR3 1866(OC)/1600(OC)/1333/1066 MHz support
  • Integrated ATI Radeon 3000 support hybrid CrossfireX and DirectX10
  • 100% Solid Capacitor – High-quality conductive polymer capacitors for durability, improved lifespan and enhanced thermal capacity
  • ASUS Core Unlocker – Unlock the Potential, Turbo-charge your Potential
  • ASUS EPU Technology – System Level Energy Saving & Real-time Power Management for Superb Platform Power Efficiency
  • 8-channel High Definition Audio CODEC
  • ASUS Anti-Surge Protection – Safeguard your device by providing voltage protection to all major onboard components
  • ASUS Turbo Key – Touch-N-Boost! No more lag

EVGA GeForce GTX 650 Ti 1024MB GDDR5 128bit, Dual Dual-Link DVI, Mini HDMI, Graphics Card (01G-P4-3650-KR) Graphics Cards 01G-P4-3650-KR Price: $149.99

The GeForce GTX 650 Ti graphics card is as good as it gets for around $150. With its low power demands and amazing performance its the perfect card for a $500 builds to keep performance up and power demands down.
The minimum required wattage for this card is 400W, so if you do decide to purchase a different card for this build to be cognizant of the minimum wattage requirement of the power supply (generally starting at 500W)
Technical Details:
  • Core Clock: 1071
  • Memory Clock: 5400 MHz
  • Cuda Cores: 768
  • PCI-Express 3.0
  • 1024MB GDDR5 128 Bit
  • Microsoft DirectX 11, NVIDIA PhysX Technology, NVIDIA 3D Vision Ready, NVIDIA CUDA Technology, PCI-Express 3.0 Support, OpenGL 4.3 Support
  • Nvidia SMX Engine, NVidia Adaptive Verticle Sync, Nvidia Surround, Support for Concurrent Displays, Nvidia PhysX, Nvidia 3D Vision Ready, Nvidia SLI Ready, Nvidia CUDA Technology

Corsair Vengeance 8 GB ( 2 x 4 GB ) DDR3 1600 MHz (PC3 12800) 240-Pin DDR3 Memory Kit for Core i3, i5, i7 and Platforms SDRAM CMZ8GX3M2A1600C9 Price: $47.98

Corsair Venegance MemoryThese two sticks of 4GB = 8GB RAM are a good quality bunch and a total of 8GB is more then enough RAM for this build.  Corsair Vengenace is a reputable RAM manufacture and is currently priced pretty well for a 8GB 1600Mhz package of RAM.
Technical Details
  • Model: CMZ8GX3M2A1600C9
  • Item Package Quantity: 1
  • Form Factor: Desktop
  • Memory Storage Capacity: 8 GB
  • Memory Speed: 1600 MHz

Western Digital Caviar Blue 500 GB SATA III 7200 RPM 16 MB Cache Bulk/OEM Desktop Hard Drive – WD5000AAKX Price: $59.26

Western Digital 250 GB Caviar Blue
Western Digital 500 GB Caviar Blue
500GB for a budget build seems to be a good amount of space. Need more later because you hoard tons of music, movies and other sorts of media? Then by all means, just connect another hard drive later on, or find one that goes spontaneously on sale, but for now a nice solid 500GB hard drive should do the trick.
Performance Details From Western Digital's Website:
Performance Specifications
Rotational Speed7,200 RPM (nominal)
Buffer Size16 MB
Load/unload Cycles300,000 minimum
Transfer Rates
Transfer Rate (Buffer To Disk)126 MB/s (Max)
Physical Specifications
Formatted Capacity500,107 MB
Capacity500 GB
InterfaceSATA 6 Gb/s
User Sectors Per Drive976,773,168
Metric
Height26.1 mm
Depth147 mm
Width101.6 mm
Weight0.69 kg
Temperature (English)
Operating32° F to 140° F
Non-operating-40° F to 158° F
Temperature (Metric)
Operating-0° C to 60° C
Non-operating-40° C to 70° C
Electrical Specifications
Current Requirements
Power Dissipation
Read/Write6.80 Watts
Idle6.10 Watts
Standby0.70 Watts
Sleep0.70 Watts
Product Details
  • WD Caviar Blue hard drives have a multitude of features to deliver rock solid performance and ultra-cool and quiet operation.
  • 3rd generation SATA interface for 6 GB/s maximum data transfer rates.
  • WhisperDrive technology minimizes noise to levels near the threshold of human hearing.
  • 500 GB capacity holds up to 100,000 digital photos, 125,000 MP3 files, and 60 hours of HD video.
  • Ships in Certified Frustration-Free Packaging
  • 3rd generation SATA interface for 6 GB/s maximum data transfer rates
  • 500 GB capacity holds up to 100,000 digital photos, 125,000 MP3 files, and 60 hours of HD video
  • WD Caviar Blue hard drives have a multitude of features to deliver rock solid performance and ultra-cool and quiet operation
  • WhisperDrive technology minimizes noise to levels near the threshold of human hearing

Antec VP-450 450 Watt Energy Star Certified Power Supply Price: $34.50


This Antec power supply proves a continuous power of 450W with many positive reviews and a price point of about $35 bucks for a PSU there was no reason not to include it. Also to note, this PSU has a continuous powerrating of 450W, which means that it will always give out a continuous amount of 450 watts – in other words this power supply unit is a fantastic deal and will run all of the required hardware in this build perfectly.
Technical Details:
  • 450W of continuous Power!
  • Dual +12V rails ensure greater system stability
  • ATX 12V version 2.3 compliant
  • 120mm fan delivers quiet, reliable cooling
  • Black exterior complements any system

Apex Computer Technology PC-389-C 10bay ATX Tower No Psu USB / Hd PC389C Price $29.99

A cheap, budget oriented case is this Apex Computer Technologies case. There is plenty of room for all of the included hardware, and even space for plenty of more hard drives / storage. Nothing fancy, but it should do that job just right.
Technical Details:
10BAY ATX TOWER NO PSU USB/HD


Lite-On Super AllWrite 24X SATA DVD+/-RW Dual Layer Drive – Bulk – IHAS124-04 (Black)Price: $17.99

Back to the good ol'Lite-on optical drive. Honestly, I say again and again, I pay very little attention to how I choose the optical drives – I simply choose the cheapest one. So if you find a cheaper one, get it. Likewise, if you don't actually think you'll use it, then skip it. You can instal your OS via a USB stick or an external hard drive if that's the only reason you would need it, however this will be completely up to the builder.

Technical Detail

  • Lite-On Super AllWrite 24X SATA DVD+/-RW Dual Layer Drive IHAS124-04 BLACK/BULK (Black)
  • 6.7 x 5.8 x 1.6 inches ; 2 pounds
  • Interface: SATA; Buffer Memory: 1.5 MB

Wednesday, March 27, 2019

Braid Review weiveR diarB

*This review contains some spoilers*

I remember when my dad mentioned Braid about a month ago. Thanks to NPR's occasional video games coverage, my dad can surprise me every now and then with gaming news of some sort. This time, he had heard of a video game that "is supposed to be about life and choices" as he put it. I quickly explained that that Braid wasn't "about life" and that actuality, it was just a puzzle game that has ignited the untrained and ill-equipped artsy/pretentious video game writers to make claims that the game is some bold new step in game design doing things that other games haven't quite done before. I smoothly transitioned the conversation about the art of design and mechanics and how all games can be read making them seem to be about almost anything. Using Tetris, Super Mario Brothers, and Wii Sports (games my father has experience with) I debunked the notion. Then my father asked me if I had played Braid yet. I hadn't.

At that point, I had researched the game only briefly, which I felt was enough to make the comments I did. I wasn't talking about Braid so much as the misguided reception and the state of the video games industry's more scholarly pursuits that restlessly fidget in a state of arrested development. Sill, I hadn't played Braid, a fact I then made a point of correcting. Regardless of what others have said about the game, being a fan of puzzle games, I wanted to experience Braid for myself and maybe even write something about it.

The interesting part of Braid, one might say, is that the game gives the player the mechanic of REWIND TIME without much restraint. All mistakes can be reversed, and all starting points can be revisited. This ability gives the player a certain freedom to experiment freely and in every direction into the world of Braid. Such a mechanic when viewed from the player's perspective as he/she collects memories of their experience playing the game is similar to the "many-worlds interpretation" of quantum mechanics. The "you" that you think of yourself as, like the Mario in the video, will stretch out like fingers touching the world and gaining knowledge only to come back to where you started.

Putting the question of what Braid is "about" to the side, it's easy to understand what Braid "does." Being a member of the puzzle genre, Braid equips the player with a handful of mechanics and sets up stages or areas that challenge the player to use these mechanics in specific ways. Though many have folded at solving some of Braid's more difficult puzzles, I found the game to be short with a deliciously sweet balance of content. Every puzzle requires a unique use and combination of player mechanics. Better yet, because the vast majority of challenges are so well designed, they are all the easier to solve. The reason for this is because the challenges in a puzzle game designed around the specific use of a mechanic or combination of mechanics, the number of possible ways to solve such a puzzle is reduced to a few solutions. By reverse engineering the end of the puzzle, and being aware of all the ways you can't approach solving the puzzle from the start, the solutions then become obvious, at least for a seasoned puzzle veteran. All in all, the tighter a puzzle game is designed, the easier it is to solve.


Starting with a basic set of platforming mechanics (JUMP, CLIMB, MOVE) Tim (the main character in Braid) can move through the 2D world. All the puzzles in world 2 are designed to get the player accustomed to these mechanics. With each subsequent world, a new mechanic is either added or required for solving the puzzles thus organizing each world by theme. This approach to level variability is similar to Super Mario Bros. 3 or Super Mario Galaxy where each world has a theme with new elements introduced into the levels as needed to accentuate the themes. While this approach worked great for Mario, in some ways, it limited the range of design for Braid's puzzles.



Though Blow has expressed that he intentionally designed each world in Braid to be distinct and separate both in the narrative shorts that precede each world as well as the themes and required mechanics, I was somewhat disappointed that the final stage didn't combine all of the game's previous mechanics and concepts into one final super puzzle. Instead, powers are sort of stripped away covertly between worlds. Fortunately, the last stage is quite genius. Though it's not very challenging compared to some of the game's more difficult puzzles and it's not quite folded level design, time and perspective are used most effectively here. The shocking twist not only takes way Tim's ability to correct mistakes by reversing time, but it also shows how Tim's desire may have clouded his perspective on things.

Examples of the "worst" puzzles in Braid.
  • World 2. manipulating the painting (skip to 8:00). The mechanic of manipulating the painting in the puzzle-piece-assembly mode so that it interacts with the normal game world is unprecedented and functionally hidden. The thought process needed realize this mechanic naturally (without being explicitly told) requires a case where the puzzle pieces exhibit physical properties on the elements in the game world. Also, indicating that the bridge like section on the puzzle piece interacts differently than the other forms/objects depicted in the puzzle pieces would require another case. Furthermore, the issues of this puzzle are made worse due to the obfuscation of the fine details that visually links the bridge puzzle piece to the game world platform on SDTVs. Lastly, this puzzle requires the player to reenter the game world to solve after running through the world and collecting the necessary puzzle pieces.
  • World.3 the last puzzle. (skip to 9:18) To solve this puzzle, players have to leave the "puzzle area" and continue moving into the next area. Doing this reveals the missing element needed to solve the puzzle that was previously hidden off screen. Obscuring important information required for solving the puzzle off screen in this way is functionally like hiding a key in your pocket and telling your friend to keep looking around the room for it. Basically the player must "give up" or resolve that they don't have the ability to solve the puzzle to move on. Ultimately, the criticism raised against this puzzle isn't even that bad, which speaks to the quality design of the rest of the game's puzzles.
Looking at the other side of things, at their finest, the best Braid puzzles (basically every puzzle in world 4,5, and 6) represent a high level of design creating layered challenges through simple mechanics that come together elegantly like a Bach Fugue (skip to 1:30) or Bach Invention. It's counterpoint. It's classical game design. It's wonderful, and I simply can't get enough of it. If you'll listen to either of the classical pieces I linked to, you'll hear that the melody is started in one hand and then repeated with the next. The layering of the same relatively simple melody creates a layered sense of time that is always chasing after and running from itself. Like echoes through time, listening to these pieces carefully reveals moments where the layers comment on each other when heard simultaneously. Some bits of this conversation sound odd. Some out of place. Some pleasant. While others exist in a mood so difficult to place that to hear it merely feels like a transition between the familiar. This quality exists in many Classical piano pieces, and many Classically designed video games, like Braid.

In Braid, like in Super Mario Brothers, contrary motion exist between Tim, the player character, moving through a level ultimately to the right, the enemies generally attacking Tim/moving to the left, and the level with which acts on them both by pulling everything down and occasionally into hazards. But unlike in Super Mario Brothers, the goal in a given Braid level is to solve the challenges and collect the puzzle pieces. Because the challenges are mostly created by manipulating space-time in some way, Tim's contrary motion to the right is almost entirely diminished. Instead, space-time becomes a direction of motion in itself.


Though the enemies don't have much interplay and the platforming isn't much, everything yields to the affects of time. Everything, that is, except those elements in the game that aren't affected by the REWIND TIME mechanic. Functionally, elements that aren't affected by rewinding time are still affected by it through relative motion. In other words, if everything in the world moves to the left but a single platform, then relatively speaking, it's like the platform simply moved to the right. Also functionally speaking, whenever there's an element in a level that isn't affected by time in this way, the REWIND TIME mechanic sort of transforms into a mechanic that manipulates space and not time. I'll just leave that thought at that.

Trying to articulate in words what Braid is about is more complicated than it may seem. It's not because the game is complex or difficult. Puzzles games are naturally focused on mechanics and smoothly guiding the player into understanding how these mechanics layer together. One of the reasons why, I think, we struggle within the video gaming industry to express what a game is about is because our public education system has taught us through writing book reports and the like that coming up with what we think a work is "about" means looking for "hidden meanings." Unfortunately, many of still don't realize that the true meaning in a work isn't really hidden at all. The evidence is right there on the screen, in the film, on the canvas, in the text, and in Braid's case in the mechanics and the form of the game.

Braid is a puzzle game with platforming elements. Alongside the gameplay, Blow has very carefully implemented visual art that resembles classical paintings, music that does the same, and a series of colorful text based vignettes that thematically seek to match the gameplay of each world on a conceptual level. The text, which I feel is a misuse of the video game medium, was part of Blow's original conception of Braid. Though I don't care for the writing style in these texts, and the "next-gen text" was almost too small and blurry for me to read on my SDTV (like in Bionic Commando Rearmed), I found the conceptual parallels enchanting.

Blow wanted these two mediums to sit side by side so that they have the opportunity to mingle in the player's mind, and he succeeded in his attempt (at least for this critical-gamer). But I can't forgive the text. Perhaps Blow should have made each block shorter. Miyamoto has be very careful when designing the text section in the Zelda series. He understands the importance of interactivity in a video game and ensures that each text bock is short so that the action of pressing a button to advance through the text keeps the player somewhat engaged. Better yet for Braid, I feel that the text should have been delivered via a narrative voice that plays as the player moves through each world. This approach would give Braid more of a storybook and keep the player engaged in the core interactive gaming experience while making it easy for the player to experience the information in the text without misusing the medium.

Such is Braid. The discourse that has sprung up around this game reminds me of the Discourse of BioShock. So many people have attempted to say something intelligent and meaningful about the game. So many people have tried to talk art and make defenses for one thing or another using Braid. And I've found that most of these people have missed the mark. The real art that's true to the video game medium is in the gameplay and counterpoint design of Braid. The internal dialog that the player has when solving a puzzle is what the game is about. What may be even more profound is how the concepts of manipulating time and space can so easily related to our everyday lives. Those gamers who look up how to solve a puzzle in Braid are only cheating them selves. Such is the drawback of puzzle games. Once you're told how to solve a puzzle, the internal dialog is stilted, stunted, even truncated. This is one aspect of the game that the REWIND TIME mechanic can't fix.

In my conversation with my father, I couldn't get into specifics about Braid's content. Now that I've played the game, if I could go back to that conversation, I don't think I would change a thing. It's perhaps too difficult and too personal to try and communicate my internal dialog from playing Braid to those who haven't experienced it for themselves. It turns out, like for Tim, there are some things that time can't touch.