Double Dragon (TV series)

Double Dragon is an American-Canadian-Italian animated series based on the video game series of the same name that ran for 26 half-hour episodes from 1993 to 1994. It was produced by DIC Animation City, Bohbot Entertainment and Italian studio Reteitalia, S.p.A., in association with Spanish network Telecinco.
Overview.
The premise of the show is that the protagonist brothers are separated at birth. Billy is raised by an elderly martial arts master known as the Oldest Dragon, and his brother Jimmy is raised by the evil Shadow Master as his second-in-command, the Shadow Boss. As a result, the Lee brothers oppose each other as adults; but when Jimmy is betrayed by the Shadow Master, he renounces his evil ways and joins his brother as a Dragon Warrior. During the course of the series, the brothers recruit allies in their war against the Shadow Master and his henchmen. The futile search for their father, John Lee, is a subplot throughout the series.
The plot of the pilot episode is loosely adapted from the NES version of the first "Double Dragon" game, with the episode's villains consisting of the mysterious Shadow Boss (Jimmy's initial alter-ego), and his henchmen Abobo and Willy (who were based on enemy characters from the game). By the end of the second episode, Abobo and Willy are sucked into the Shadow Mural, never to be seen again, while Jimmy abandons his evil ways and reconciles with his brother to fight against the series' true antagonist, the Shadow Master. All of the characters introduced from the second episode onward are original creations made for the show, although most of the villains are also used in the Tradewest-produced "", a competitive fighting game released for home consoles.
Cast of characters.
Double Dragons.
In the series, the Lee brothers are martial-arts instructors and police consultants, who assume superheroic identities at moments of escalated violence. They usually transform out of those forms by crossing swords again and saying in unison, "For Might! For Right! We are Double Dragons!", although several episodes show that heavy injury can deactivate their powers. Injury sustained by one is also taken by the other (although this characteristic is not always consistent); and if one has his powers deactivated by injury, so will the other. The brothers infrequently show an ability to sense when the other is in danger. They are the leaders of a small group of "Dragon Warriors" endowed with superhuman powers based on the use of a smokeless, green "dragon fire".
Dragon Warriors.
The Dragon Warriors are Billy and Jimmy's subordinates; they each have a distinct costume and powers.
Junior Dragons.
Billy and Jimmy's younger students, and supporting characters throughout the series.
Shadow Warriors.
The Shadow Warriors are the main antagonists of the series, a criminal organization composed mostly of mutants. The Shadow Master says in "Over the Line" that these mutants are created by "high levels of EMF generated by (Metro City's) ancient underground power grid". According to the same episode, the EMF gives the Black Flame its power (the source of the Shadow Master's own magic):
Merchandise.
In 1994, the tie-in video game "", has been developed by Leland Interactive Media and published by Tradewest. The game was first ported to the Super NES, then it had a North America-only release for the Genesis, and the final port is the Jaguar which is the only console to have a Japan release of the game.
Tyco Toys produced a set of action figures. The figures included: Billy Lee, Jimmy Lee, Blaster, Vortex, Shadow Master, Sickle, and Trigger Happy. Three vehicles were also made: The (Dragon) Cycle, (Dragon) Cruiser, and Shadow Raven.
Home video releases.
United States.
In 1994, Buena Vista Home Video through the DIC Toon-Time Video label released three VHS tapes of the series. "The Legend Begins" and "Deadly Mutants", released on June 7, 1994 contained "The Shadow Falls" and "The Legend Continues", and "The Price of Oblivion" and "Judgement Day" respectively, while "The Shield of the Shadow Khan", released on November 11, 1994 featured the episodes "Shadow Khan", "Shadow Claw" and "Doom Claw" edited into a Feature-Length format.
Invincible Pictures released "Double Dragon: The Animated Series" on DVD in Region 1 for the very first time in the country in August 13, 2019.
United Kingdom.
In June 2004, Anchor Bay UK released a single DVD containing four episodes.
Avenue Entertainment also released two DVDs containing two episodes each in July 2005.


Nintendo Power (cartridge)

The is a Japan-only peripheral produced by Nintendo for the Super Famicom and the Game Boy. The service allowed owners to download Super Famicom or Game Boy games onto a special flash memory cartridge for a lower price than that of the full cartridge.
The Super Famicom version of Nintendo Power was released in late 1996. The Game Boy Nintendo Power was released on March 1, 2000. The service as a whole was discontinued on February 28, 2007.
History.
Background.
During the market lifespan of the Famicom, Nintendo developed the Disk System, a floppy disk drive peripheral with expanded RAM which allowed players to use re-writable disk media called "disk cards" at Disk Writer kiosks. The system was relatively popular but suffered from issues of limited capacity. However, Nintendo did see a market for an economical re-writable medium due to the popularity of the Disk System.
Nintendo's first dynamic flash storage subsystem for the Super Famicom is the Satellaview, a peripheral released in 1995 that facilitated the delivery of a set of unique Super Famicom games via the St.GIGA satellite network.
Release.
The Super Famicom version of Nintendo Power was released in late 1996.
The Game Boy Nintendo Power was originally planned to launch on November 1, 1999; however, due to the 1999 Jiji earthquake disrupting production in Taiwan, it was delayed until March 1, 2000.
Nintendo Power was discontinued in February 2007, with kiosks being removed from stores.
Usage.
When this was on the market in the 1990s, the user would first purchase the RAM cartridge, then bring it to a store featuring a Nintendo Power kiosk. The user selects games to be copied to the cartridge and the store provides a printed copy of the manual. Game prices varied, with older games being relatively cheap, and newer games and Nintendo Power exclusives being more expensive.
The proprietary medium made illicit duplication much more difficult than a standard format such as a floppy disk.
Technical details.
Each cartridge's flash ROM is divided internally into eight blocks. Unless an 8-block game is loaded onto the cartridge, however, one block is reserved for the game selection menu, leaving only seven blocks for games.
In addition, each cartridge has a small amount of SRAM for saved games, which is divided into sixteen blocks. Games are rounded up in capacity; for example, a 10 megabit Super Famicom game needs three flash ROM blocks totaling 12 megabits, and a Game Boy game that needs 100 kilobits of save space would need two SRAM blocks totaling 128 kilobits.
Nintendo Power has no Super Famicom enhancement chips such as the Super FX, so such games are incompatible.
Reception.
When the Nintendo Power for Super Famicom launched, it was perceived by the press as being in part an effort to free up retailer shelf space for more Nintendo 64 products.


Eye Bet

Eye Bet was a Canadian television game show hosted by Jim Perry, which debuted on CTV in September 1972. Perry's announcer, as with most Jim Perry game shows in Canada, was smooth-voiced CFTO-TV weatherman Dave Devall. The object of "Eye Bet" was for contestants to view old Hollywood movie clips, then answer questions about each clip, testing their skills of observation.
This game show is more or less similar to that of an ABC game show, "The Reel Game", hosted and produced by Jack Barry which was a weekly nighttime series that lasted for a little more than three months.
According to "TV North", a book about the history of Canadian television by Peter Kenter, production of "Eye Bet" was cancelled when the costs of licensing the movie clips became prohibitive. "The History of Canadian Broadcasting" shows the series did air for two full seasons on CTV.


Jet Car Stunts

Jet Car Stunts is a 2014 video game developed by Grip Games and published by BitComposer Entertainment. It is a remake of the 2009 iOS game of the same name.
Development.
The game was in development for almost a year. It was announced in April 2014 for multiple platforms including Windows, Xbox 360 and PlayStation platforms. Developers decided not to make a port of the mobile game but instead to produce a proper remake. Grip Games implemented many improvements, including redone graphics, some changes to the car lineup, physics updates, and additional modes. An Xbox One version was released on March 13, 2015.
Gameplay.
The game has the same gameplay as the original "Jet Car Stunts". It is a hybrid between a racing and a platform game. Player controls a Jet Car, a combination of a race car and a jet plane, to get through platform tracks, performing stunt tricks along the way. It also features new cars, 36 testing tracks, three game modes, HD graphics, damage modelling and asynchronous multiplayer.
Reception.
The game has received mixed to negative reviews.


Pirc Defence, Austrian Attack

The Austrian Attack variation of the Pirc Defence is a chess opening characterised by the following moves:
Typical continuations include the 5.Nf3 0-0, an immediate attack with 5.e5 Nfd7, or a counterattack with 5.Nf3 c5.
The Pirc Defence is one of several hypermodern responses to the opening move 1.e4. The aim of the Austrian Attack is to take advantage of Black's hypermodern approach by establishing a broad pawn centre early in the game. The general strategy for White is to use the pawn on f4 to support a breakthrough with e4–e5. Black will often castle early and attempt to find counterplay with c7–c5, or in some cases, e7–e5, or the of the queenside knight.
Performance.
The Chessgames.com master game database records approximately 1850 games which opened with the Austrian Attack. Of those games, White won 39.4%, Black won 28%, and the remaining 32.6% were draws. Siegbert Tarrasch successfully employed the Austrian Attack against Rudolf Charousek in 1896, securing a win in just 17 moves. Edward Lasker unsuccessfully used the opening against Miguel Najdorf, resigning after 42 moves. In 1952, Isaac Boleslavsky tried the opening against Vasja Pirc (after whom the Pirc Defence is named), but they agreed to a draw after move 62.
In the 17th game of the 1972 World Chess Championship, Boris Spassky opened with 1.e4. Bobby Fischer responded with the Pirc Defence, for the only time in his career. Spassky played the Austrian Attack. The game proceeded as follows:
By playing 21...Qe5 instead of 21...Rf8–c8, Fischer offered the exchange sacrifice as a means of blunting Spassky's kingside attack. The game ended on move 45 owing to draw by agreement despite Spassky having a slight material advantage.
References.
Bibliography


Wilkes-Barre Variation


Side Pawn Capture, Rapid Attack Bishop*33

Side Pawn Capture Rapid Attack Bishop*33 (横歩取り急戦３三角 "yokofudori kyūsen san-san kaku") is a variation stemming from the Side Pawn Capture opening, in which White drops their bishop to 33 after they first trade pawns on the eighth file and then trade the bishops after Black takes White's side pawn.
Development.
After Black takes the side pawn (see Side Pawn Capture for details), the Rapid Attack Bishop*33 variation starts with White making the bishop trade (8...Bx88+ 9.Sx88) like other rapid attack-style variations (such as the Double Side Pawn and Side Pawn B*45 variations).
9...B*33. Then, the B*33 variation proper begins with a bishop drop on the 33 square.
White is now threatening to capture Black's silver on 88, which is what would happen if Black moves 10.R-36 as in the usual Side Pawn Capture variations.
Iijima considers four possible responses for Black.
10.B*77 and 10.N-77 block White's bishop while 10.P*87 and 10.S-87 counterattack White's rook.
Iijima finds 10.N-77 to be the superior response resulting in a position that ultimately greatly favors Black.
The 10. P*87 response is the only one found in professional games:
 in 1872,
 in 1913,
 in 1957,
 in 1981.
☗10.B*77.
10.B*77. Black can respond by dropping a bishop to 77 simultaneously blocking White's dual attack on Black's silver on 88 and attacking White's rook on 86.
10...Bx77. However, White can simply trade bishops again checking Black's king.
From this position, the other options of either retreating the rook back to White's camp (10...R-82) or taking Black's side pawn (10...Rx76) aiming for deployment to the second file (...R-26) are less effective (although safer).
11.Nx77. Black is forced to capture the bishop with their knight.
Recapturing with their silver (11.Sx77) would allow White to capture their knight, promote their rook as well as checking their king (11...Rx89+), and the even worse option of recapturing with their gold (11.Gx77) would allow White to capture their silver on 88 with White's rook which would promote to a dragon (11...Rx88+) as well having the gold on 77 where it cannot effectively defend the king.
Note that this position after 11.Nx77 is similar to the Black's 10.Nx77 response (shown in the following section) except that White's bishop is now in hand where it can be utilized more effectively.
11...B*89. White then drops their bishop threatening to capture Black's gold on 78 which is defending the 88-silver and promoting to a horse.
☗12.K-68.
12.K-68. Black's king moves to 68 in order to protect their gold.
This is the move that White is hoping for. From here, White can continue to attack forcefully. A safer alternative is for Black to attack White's rook with 12.S-78. (See §☗12.S-87 below.)
12...Bx78+ 13.Kx78. White trades their bishop for the gold forcing White's king to move to 78.
13...G*68. White drops their newly obtained gold in hand to 68 in a sacrifice attack.
☗14.Kx68.
14.Kx68. King is forced to take the gold.
14...Rx88+. White's rook captures the silver and promotes checking the king.
☗15.K-59.
15.K-59. King runs out of the line of White's promoted rook to 59.
K-59 is a poor choice since White will continue an even stronger attack.
After 15...S*68 16.K-48 Sx77+ 17.G*58 +Sx67 18.B*55 N*66 19.P*68 +Sx58 20.Gx58 +Rx99 21.S*49 Nx58+ 22.Sx58 +R-89, Black is in a better position.
If Black attacks White's rook with 23.B*67, White can remain on the Black's back rank with 23...+R-79. If 23.Bx11+ or P*22, White can attack Black's knight with 23...P*28. If Black attack's White's gold with 23.N*24, then White can still defend with 23...G*33.
☗15.G*78.
15.G*78. Black drops a gold to 78 blocking the promoted rook's attack. This is a better choice than 15.K-59.
15...+Rx99. White will capture the lance also attacking Black's gold on 49.
☗10.N-77.
This is viewed as the Black's best response to White's attack by professional player 飯島栄治.
Comparison with Bishop-33 variation position.
This Rapid Attack B*33 variation is not to be confused with the more common B-33 slow game variation that does not trade the bishops first.
Once White drops the bishop to 33, White's position is identical to the White's position in the B-33 variation. However, Black's formation differs in that Black has a bishop in hand and their left silver is on the 88 square instead of 79 as in the B-33 variation.


Power Rangers Zeo

Power Rangers Zeo is an American television series and the fourth season of the "Power Rangers" franchise, based on the 19th Super Sentai series "Chouriki Sentai Ohranger". It is the continuation of "Mighty Morphin Power Rangers", which aired in year 1996.
"Power Rangers Zeo" is also the first season of "Power Rangers" to follow the Sentai practice of annual Ranger suit changes and also the last series to use "it's Morphin' Time" until the Saban Brands era of Power Rangers returned with it as a pre-start command starting with "Power Rangers Megaforce".
Plot.
After witnessing the destruction of the Command Center, the powerless Rangers discover the Zeo Crystal intact in the rubble—apparently dropped by Goldar and Rito Revolto. The Crystal guides them to a portal, which takes them deep underground to the Power Chamber where they find Zordon and Alpha 5 waiting for them. The Mighty Morphin Power Rangers become the Zeo Rangers, a new team of Rangers powered by the Zeo Crystal. The four remaining Mighty Morphin Power Rangers, Tommy Oliver, Adam Park, Rocky DeSantos and Katherine Hillard become Zeo Ranger V — Red, Zeo Ranger IV — Green, Zeo Ranger III — Blue and Zeo Ranger I — Pink respectively and Tanya Sloan joins the team as Zeo Ranger II — Yellow, while Billy Cranston chooses to become their technical advisor rather than continuing as a Ranger.
The Machine Empire, led by King Mondo and Queen Machina, enters Earth's solar system, seeking to conquer Earth, with the Zeo Rangers serving as the only opposition. Many, even Rita Repulsa and Lord Zedd, are forced to flee to the M51 Galaxy under the threat of destruction. Unbeknownst to anyone, Rito and Goldar – now amnesiac – are left behind on Earth. They are taken in by Bulk and Skull, who have them serve as butlers. Meanwhile, Bulk and Skull continue to be members of the Junior Police Force until Lt. Jerome Stone is dismissed, when Bulk tries winning the heart of the chief's daughter. Quitting as a show of respect for Stone, they join him at his new detective agency.
Over time, the Machine Empire wears down the five Zeo Rangers, but they are rescued by the mysterious Gold Ranger. Though his identity is unknown, it quickly becomes clear he is there to help the Rangers. After he is injured in battle, it is revealed that the mysterious Gold Ranger is an alien, Trey of Triforia. Split into three separate selves, Trey is forced to temporarily pass his powers to a worthy warrior while healing. They attempt to transfer Trey's powers to Billy, but as Billy acquired excess negative energy during the Command Center's destruction, he is unable to do so. The ultimate successor is Jason Lee Scott, the original Red Power Ranger and team leader. This event also sees the introduction of the more powerful Super Zeo Zords, which were used against a tougher generation of machines. The Super Zeo Megazord is powerful enough to later destroy King Mondo, creating a power vacuum in the Machine Empire.
Secretly returning from the M51 Galaxy, Lord Zedd and Rita seek to become top villains again. Operating out of an RV with Finster, they restore Goldar and Rito's memories, retrieving the pair in the process. After King Mondo's death, they launch their first plan, to use Louie Kaboom to take over the Machine Empire. Though he succeeds, he breaks free of Zedd and Rita's control. He embarks on his own plans to conquer Earth and destroy the Zeo Rangers. Louie is eventually killed by King Mondo's first-born son Prince Gasket and his wife Princess Archerina, who rule until King Mondo's reconstruction is complete, which causes them to flee.
When Billy begins rapidly aging as a side-effect of restoring his proper age before undoing Master Vile's spell in the last series, the Zeo and Aquitian Rangers race to help him and fend off monsters from King Mondo as well as Zedd and Rita. Billy leaves Earth for treatment on Aquitar and chooses to stay to be with Cestria. Soon after, it is discovered the Gold Ranger powers are leaving Jason and draining his life force in the process as the alien powers were not meant for a human. Trey is still in recovery, but a risky gamble with the Zeo Crystal heals him, restoring his powers. Rita and Lord Zedd finally get revenge on the Machine Empire by crippling their leaders with a bomb.
Characters.
Villains.
Machine Empire.
Machine Empire Monsters.
The monsters of this show are robots created by the Machine Empire. They are adapted from the monsters featured in "Chouriki Sentai Ohranger". To make a monster grow, Klank would swing Orbus around until he latched onto the monster emitting an energy that would enlarge the monster.
Besides some of the monsters listed above, some of the monsters from the last season made cameos in the two-part episode "King for a Day" as members of the Machine Arena's audience. They consist of:
Identity of the Gold Ranger.
During the middle of the series, the identity of the Gold Ranger was a constant teaser and a central plot theme. After many episodes of speculation, with other characters like Billy Cranston, David Trueheart, and even Eugene Skullovitch suspected, it was revealed the Gold Ranger was Trey of Triforia, a new character. Former Red Ranger, Jason Lee Scott, obtained the powers of the Gold Ranger after Trey lost the ability to transform. Actor Brad Hawkins, who played Ryan Steele on "VR Troopers", voiced the Gold Ranger early on. Saban had supposedly planned to use him after the end of "VR Troopers" as Ryan and put that series into the continuity of "Power Rangers". However, for unknown reasons (believed to be scheduling conflicts), he was not used as the identity of the Gold Ranger, and instead Ted, Tim and Tom DiFilippo portrayed the three parts of Trey.
Home media releases.
Starting in August 1996, several episodes of "Power Rangers Zeo" were released on VHS.
In 2012, Shout Factory announced that it had reached an exclusive distribution deal with Saban for shows such as "Power Rangers" and "Big Bad Beetleborgs". "Power Rangers Zeo" was released on DVD in August 2012, as part of a Time-Life exclusive boxed set containing seasons 1–7. The show later became available independently of the boxed set in two volumes, each containing 25 episodes.
Comics.
Image Comics began publication of a "Power Rangers Zeo" comic in August 1996. It featured scripts by Tom and Mary Bierbaum, and art by Todd Nauck and Norm Rapmund. Four issues were drawn but only one was released before Image Comics lost the license.
During the events of "Shattered Grid," the Zeo Rangers existed in their own bubble of reality and are seen fighting the Machine Empire. Upon further revelation, it is revealed that Lord Drakkon has taken Tommy's place and is holding him hostage. He steals Adam's Zeo Morpher to use the Green Zeo Powers to create more soldiers for his army, and slits Tommy's throat before leaving the Zeo Rangers' world. Later, Katherine, Tanya, Rocky, and Jason are summoned from their universe to fight the forces of Drakkon, with Adam being left behind in their world due to the corruption of his Green Zeo morpher.
It has been revealed that Tanya will join a team of rangers formed across the various universes in the follow up to "Shattered Grid" in "Beyond the Grid," alongside the Ranger Slayer, The Magna Defender, Andros, Cameron, and the as of yet unrevealed Dark Ranger.


Deal or No Deal Malaysia (English-language game show)

Deal or No Deal Malaysia is the English version "Deal or No Deal" hosted on ntv7. The English-language version of the show premiered on November 3, 2007, hosted by Aanont "Non" Wathanasin. The gameplay is much the same as the Chinese version.
Gameplay.
For each episode, six contestants are asked general knowledge questions which they must answer correctly two times in order to proceed into the main game. The contestants can buzz in if they think they know the answer before the host finishes reading out the answers. However, a single incorrect answer will cause that contestant to be eliminated from the game.
The contestant who manages to answer two questions correctly proceeds into the main game. After the host asks what he/she would do with the money, the money board and then the Revlon girls (or beauties) are introduced. The contestant selects one case from 26 with the hope that it contains the highest value.
After that, the contestant is invited to pick cases to eliminate, now with the hope that it contains the smallest amount since cases eliminated are not in the contestant's case. Once the cases are eliminated, the host then receives a phone call from the mysterious "banker" who wants the contestant to leave with the least amount of money may gives comments and gives the offer to the host who then reveals it to the contestant.
At this point, the contestant is given the choice of selling the case and whatever amount contained in it to the banker and taking the banker's offer (by pushing the button inside the case) or rejecting the offer and open more cases (the number of cases opened decreases as the game progresses) (by closing the button cover), but not before being tempted with the catchphrase "Deal or No Deal".
Early in the game, the contestant is asked to introduce a few persons sitting aside invited by him/her. They can be of some help to the contestant, since they might give advice on what to do next and on which cases to eliminate.
The game is accompanied by the applause and chants of the audience which include the lowest value unopened and usually chant "No Deal!" (this changes when the audience perceives the risk as being too great) when the contestant is being offered the banker's amount.
When the contestant finally decides to accept the banker's offer or rejects the offer with only two cases left, the contestant is presented with a question where the host can provide only clues and that the persons sitting aside can give help but only for a short while before the host finally pressures the contestant for the answer. The audience isn't allowed to help the contestant in any way at this point. If the contestant answers the question correctly, the full amount is won. Otherwise only 20% of it can be taken home.
At this point, if the contestant accepted the banker's offer, he is given the scenario that if he/she didn't accept the banker's offer and opened another case, the contestant chooses a case, this time hoping for large amounts (since large amounts coming off the board cause the offer to drop) and what would the offer from the banker would be. When this finally goes down to two cases, the contestant is given the choice of opening one of the two cases (which contains the amount of money that will be taken home). The amounts in those two casings is eventually revealed and the game ends.
Case values.
All case values are the same to the Malaysia Chinese version of the show.


Cookie Run

Cookie Run (Hangul: 쿠키런; RR Kukireon) is a series of online mobile endless running games developed by Devsisters. The goal is to get the most points possible within your lifespan while avoiding various obstacles and collecting jellies. The game is available on iOS and Android devices.
Gameplay.
"Cookie Run" is a series of online mobile running games, with the most recent, non spin-off game being Cookie Run: Ovenbreak, where you run with an expanding collection of 118 cookies, 117 pets, and 73 treasures, all bearing a different number of points depending on the Combi used. Cookie Run at the moment includes 6 modes, with other modes that will come and go for events. Cookie Trials is a mode where you run with certain combos out of the cookies collected, where you try to get the most points possible to move up the ranks, going from Bronze to Diamond. Every time a new rank is reached, you will gain a new reward. When a new cookie comes out with a Cookie Trial, cookies will have a New Cookie Cup, which gives you extra reward for each rank up, such as more crystals or chests to be used in Gacha to unlock new cookies, pets, or treasures.
Trophy Race.
Trophy Race is an online multiplayer mode where you play with up to 10 global players to get the highest score. The higher the score earned, the more Trophies you get. Trophies are used to unlock new lands up to Champion's League. The Champion's League is a mode where the most skilled players run in 3 arenas, to earn ranks at the end of a season. By running in the Champion's League, you earn Medals, which can be exchanged for items, cookies, costumes, pets, or treasures. The Champion's League also includes the Hall of Fame, where you pay tribute to the highest ranking players globally, for free, in reward such as crystals, rescue tickets, or coins.
Breakout.
Breakout is the main mode of "Cookie Run", where anywhere from 3 to 12 cookies run to escape the oven. Every relay adds more points onto your combined score which is used to determine your rank for a certain period of time. Each rank will earn more crystals, and legendary cookies if you obtain Diamond or Rainbow Ranking at the end of the Running period.
The Island of Memories.
The Island of Memories is the final mode on the mode select screen where you run through the memories of "Hero Cookie", "Cheerleader Cookie", and "Dr Wasabi and Mustard Cookie", with new types of boss fights for each Island. Every level played will earn you stars depending on how well you complete certain objectives, which are used to unlock items such as costumes, crystals, coins, and other islands and cookies.
Guild Run.
Cookie Run's final, and newest mode, Guild Run, is a mode where you run with your Guild, an interactive group of global players where you can run, cook, and explore different regions together. Guild Runs are split into competitive seasons, where 4 Guilds run against each other in different lands bearing different bonuses each. The rank in Guild Run determines your Guild's rank, which rewards the player more or less depending on their participation, and the Rank itself. The game has additional modes such as Friendly Run or Custom Run that are added for brief periods of time as events.
Main series.
OvenBreak.
OvenBreak released June 12, 2009. Since its release, it updated to OvenBreak 2 on November 10, 2011. A separate title, OvenBreak Infinity, also released on September 2009. In late 2010, "OvenBreak Infinity" reached #1 on the iOS App Store in the United States in the "Top Free Apps" category.
Cookie Run (Line and Kakao).
Cookie Run released originally for Kakao on April 2, 2013. It was Devsisters' first game under the "Cookie Run" IP. It later released for LINE on January 29, 2014 and the game has since seen over 114 million downloads.
On June 5, 2018, the LINE version of Cookie Run shut down and was removed from the Google Play Store and the App Store.
Cookie Run: OvenBreak.
Cookie Run: OvenBreak released globally (with the exception of China) on October 27, 2016. It is Devsisters' latest "Cookie Run" game and is at its fifth season. In late-November 2018, "Cookie Run: OvenBreak" and Devsisters collaborated with Sanrio for a Hello Kitty event from November 29 to December 19.
Cookie Run: Kingdom.
Cookie Run: Kingdom was released in Winter 2020 worldwide, and had its official English release on January 21, 2021. It features new Cookies and over 200 levels. The game tells the story of the Cookies getting used to their new lives in their new Kingdom after escaping from the Witch. Cookie Run: Kingdom collaborated with KFC for Cookie Run: Kingdom Pack until February 8, 2021.
Spin-off titles.
Cookie Run: Cookie Wars.
Cookie Wars is a spin-off game based around the plot of the previous "Cookie Run" games. It is a mobile strategy game that was in closed beta, with around 10,000 users testing the game from April 10 to April 16.
On July 26, 2018, the game was soft launched in three countries. It released globally on August 23, 2018.
On April 15, 2020, it was announced that the game would be shut down in the following month.
Cookie Run: Puzzle World.
Cookie Run: Puzzle World (formerly named "Cookie Run: JellyPop" and "Hello! Brave Cookies") is a match-three puzzle video game by Devsisters in 2019. It was globally released in different countries.
The game was undergone several name changes since their beta release. The current name was adopted since July 26th, 2020.
Reception.
The "Cookie Run" series as a whole has received success internationally. The original "OvenBreak" was downloaded over 10 million times and was ranked as the most popular free app on the App Store in 20 countries by 2012. "Cookie Run" for LINE has ranked #1 in Thailand and #4 in Taiwan for sales in 2014, while seeing over 2.9 million daily users on Kakao in Korea in 2013. "Cookie Run: OvenBreak" made it in Apple's Best of 2017 for the top 10 most-downloaded free iPhone and iPad games. The game was also in the top 20 free iPhone games in 2017 in South East Asia.


Telematch

Telematch was the name given to a syndicated series of 43 programmes from the West German television series "Spiel ohne Grenzen" originally broadcast on the WDR (Westdeutscher Rundfunk Köln) channel from 1967 until 1980. It was based on its French counterpart "Intervilles" and originally consisted of a match between teams from two West German towns, except for the last three years' matches (1978-1980), which were contested between five towns. The match composed of several games in which the participants would typically dress up in costumes. Often the costumes were elaborate and designed to increase the challenge of the game by making movement awkward. Games were played against the clock, or as a race.
Telematch was produced by Transtel. It was dubbed into English, Hindi, Arabic, French, Spanish, and Malay.
It was shown in Argentina, China, Colombia, Ghana, Ecuador, Kuwait, Iraq, Egypt, El Salvador, Guatemala, Honduras, Venezuela, Bolivia, Paraguay, Peru, Costa Rica, Cuba, Puerto Rico, Panama, Dominican Republic, Kenya, Nigeria, Middle East, Malaysia, India, Singapore, Sri Lanka, Turkey and Uruguay as well as in various South East Asian and Caribbean nations and probably other places as well. Although the "Spiel ohne Grenzen" programme ran from 1967, only 43 episodes were syndicated and transmitted under the title Telematch.
In Spain between 1995 and 2007 TVE broadcast a show like Telematch called "El Gran Prix del Verano" with the same format.


Semi-Slav Defense

The Semi-Slav Defense is a variation of the Queen's Gambit chess opening defined by the position reached after the moves:
The position may readily be reached by a number of different . With Black advancing pawns to both e6 and c6, the opening resembles a mixture of the Orthodox Queen's Gambit Declined (QGD) and the Slav Defense.
Black is threatening to capture the white pawn on c4 and hold it with ...b7–b5. White can avoid this in a number of ways. About 80% of games continue 5.Bg5 or 5.e3: the former constitutes a sharp pawn sacrifice, while the latter restricts the dark-squared bishop from its natural development to g5. Other possible moves are 5.Qb3, 5.g3 and 5.cxd5, the last of which, after 5...exd5, leads to a line of the QGD Exchange Variation where White's early Nf3 enables Black's queen bishop to freely develop, which should give equality ("ECO" codes D43 and D45). It is worth noting that 5.Bf4 is considered somewhat inaccurate, as 5...dxc4 is favorable for Black.
The Semi-Slav is designated by codes D43 through D49 in "Encyclopaedia of Chess Openings".
First moves and possible deviations.
It is possible to reach the Semi-Slav through many move orders. White may start the game with either 1.d4, 1.Nf3 or even 1.c4, keeping the possibility of a Semi-Slav open. Black can choose different combinations of ...d5, ...c6, ...e6 and ...Nf6 as well in order to avoid certain variations or to open up some new opportunities of his own. This chapter looks at the first moves of the game from Black's point of view, assuming that he would prefer to play the Semi-Slav.
1.d4 d5 move order.
If White opens the game with 1. d4, Black is happy to respond with 1...d5 when aiming for a Semi-Slav. Of course White can continue the game with 2. Bf4 or even 2. Bg5 (as is the case if Black opens 1...Nf6), and the game will take a completely different path. In vast majority of the games, however, White players choose to play either 2. c4 (Queens Gambit) or 2. Nf3. After 2. Nf3, the natural continuation for Black is 2...Nf6. Playing 2...c6 or 2...e6 might be somewhat inaccurate, since White always has the option of avoiding c2-c4, so developing the knight first makes a lot of sense.
If White chooses the most common 2. c4, Black has three practical choices: either protect the pawn on d5 by playing e6 or c6 (keeping the option of a Semi-Slav open), or alternatively capture the white pawn with dxc4 (leading to Queen's Gambit Accepted). The first thing for Black players to consider is, what if White captures on d5 anyhow with cxd5. If Black has played the Slav move order (2...c6), then after the recapture cxd5 ("exchange Slav") the pawn structure is symmetrical. Should Black have played 2...e6 instead, the recapture exd5 leads to an imbalanced pawn structure called the Carlsbad structure, which might offer White some opportunities for a minority attack on the queenside.
Slav move order: 2...c6.
Protecting the d5-pawn with the c-pawn has at least three implications for Black. First, it allows Black to keep the option to enter the Slav Defence, i.e., developing his light-squared bishop to f5 at the appropriate moment, before moving his e-pawn. Second, it may discourage White from capturing on d5, given the somewhat drawish reputation of the Exchange Slav. Third, it prevents White from entering the Catalan opening with 3.g3.
One drawback of playing 2... c6 is that White may continue 3. Nf3, and after 3... Nf6 play 4. e3 ("Slow Slav"), and now Black cannot really play the Semi-Slav since 4...e6 is considered to be good for White as he has not committed to Nc3 thus having other options to develop, for example Nbd2 or b3.
Queen's Gambit declined move order: 2...e6.
Protecting the d5-pawn with the e-pawn allows Black to develop his kingside more rapidly, but it does block the light-squared bishop for the time being. After 3.Nf3 Nf6 White has the option of entering the Catalan opening with 4.g3.
If White continues 3. Nc3, Black has two options to proceed with a Semi-Slav in mind. First, Black can play 3... c6 (the "triangle setup", see below). Second, Black can play 3... Nf6, which gives White the opportunity to continue 4. cxd5 exd5 followed by 5. Bg5.
The triangle setup.
After the move order 1. d4 d5 2. c4 c6 3. Nc3 black has the opportunity to respond with 3... e6 instead of 3...Nf6. This "triangle setup" opens up some new alternatives for both players on the fourth move.
Marshall Gambit.
First, White has the opportunity to enter the Marshall Gambit by playing 4. e4. Play continues 4... dxe4 (4...Bb4 is sometimes played, but should favor White) 5. Nxe4 Bb4+. Now White has two alternative paths to continue. The main line is considered to be 6. Bd2 Qxd4 7. Bxb4 Qxe4+ and then White blocks the check with either his knight or bishop. Alternatively White can continue with 6. Nc3 (as in World Championship match Carlsen–Anand, 2013), and play continues 6... c5 7.a3 Ba5.
Noteboom variation.
Second, if White continues 4. Nf3, Black has the extra option of playing 4...dxc4 entering the Noteboom variation. If White wants to avoid this variation, he must play either 4. e4 (Marshall Gambit) or 4.e3 (which usually transposes to the Meran, but deprives White of the Bg5 variations). White now has a number of possible continuations, including 5. a4 (see below), 5. e3 (often transposing to the line given below), 5. e4 (with similarities to the line given below), or even 5. Bg5. A typical line in the Noteboom variation continues: 5. a4 Bb4 6. e3 b5 7. Bd2 a5 8. axb5 Bxc3 9. Bxc3 cxb5 10. b3 Bb7 11. bxc4 b4 12. Bb2 Nf6 13. Bd3 Nbd7 14. 0-0 0-0 with an interesting position where Black has two connected passed pawns on the queenside, while White has the bishop pair and dominates the center of the board.
It is worth noting that the "triangle setup" is not ideal for Black if White plays 3. Nf3 instead of 3.Nc3. Should Black play 3... e6 nevertheless, White has the option of continuing with 4. e3 or 4. Qc2, for example, thus avoiding the Noteboom variation.
1.d4 Nf6 2.c4 e6 move order.
Black has the option of delaying the move ...d7–d5, for instance to avoid the exchange cxd5. If White continues 3. Nc3, Black has the option of transposing to a Nimzo-Indian with 3... Bb4. Should White choose to play 3. Nf3 instead, Black can simply play 3... d5, and then after 4. Nc3 c6 we are back at the start of the Semi-Slav. This move order, however, allows White to play the Catalan Opening with either 3. g3, or alternatively 3. Nf3 d5 4. g3.
Semi-Slav: 5.e3 variations.
Roughly 50% of the games continue with 5. e3. White gives priority to developing his light-squared bishop, and accepts that for the time being the dark-squared bishop will remain somewhat out of play. The main line continues with 5... Nbd7. The bishop moves 5...Bd6 and 5...Be7 are seldom seen, as masters realized early on that at e7, the bishop was passively placed and does nothing to further one of Black's aims, the freeing move ...e5. The unusual move 5...a6 is considered solid for Black. Some sources call 5...a6 the "accelerated Meran".
Meran Variation: 6.Bd3.
One of the main variations of the Semi-Slav is the Meran Variation. White plays 6. Bd3, provoking the continuation 6... dxc4 7. Bxc4 b5 ("ECO" codes D46 to D49) where black surrenders his center in exchange for queenside expansion and some tempi against the white bishop. The line was first played in 1906 in the game Schlechter–Perlis. The variation takes its name from the town of Meran (Merano) in northern Italy. During a 1924 tournament in Meran, it was used successfully in the game Gruenfeld–Rubinstein. Gruenfeld adopted the same variation two rounds later against Spielmann, winning as well. White will play in the center, leading to a rich, complicated game. These opposing strategies, with the ensuing keen play, have long made the Meran a favorite for enterprising players of either color. An example is Gligoric–Ljubojevic, Belgrade 1979.
Though appearing in contemporary master play with less frequency than the Meran, there are other possibilities: 6... Be7, 6... Bb4, introduced by the Italian master Max Romih, and 6... Bd6, which was much the most popular line before the debut of the Meran, and espoused by the American grandmaster Arthur Bisguier throughout his career.
After the main line 6. Bd3 dxc4 7. Bxc4 b5 White has three alternative retreats for the bishop. The vast majority of games continue 8. Bd3, but the moves 8. Bb3 and 8. Be2 are also possible.
8.Bd3 variation (main line).
By playing 8. Bd3 White returns the bishop on this ideal square, where it supports White's strategic ambition of pushing e3–e4 in the near future, and gives White the option of playing Ne4 if necessary. Black's main plan, on the other hand, is to find a way to push ...c6–c5 in order to free the long diagonal for his light-squared bishop and to eliminate the backward pawn on the semi-open c-file. In practice, Black has three alternative moves in this position: 8... a6 (Classical Meran), 8... Bb7 ("Modern/Improved Meran") or 8... Bd6 (which often transposes to the lines of the Anti-Meran).
8.Bb3 variation.
Maintaining the bishop on the long diagonal aiming at e6- and f7-squares is an aggressive approach by White. If Black is not careful, White will launch an aggressive attack towards the black king with possible knight sacrifices on e6 or f7 in the near future. An example continuation might be 8...b4 9.Ne2 Bb7 10.Nf4 Bd6 11.Ng5, when White is already threatening sacrifices to open up Black's position, and Black must respond with 11...Bxf4 in order to avoid trouble.
8.Be2 variation.
Retreating the bishop to e2 instead of the typical d3-square has an impact on certain continuations, when the white queen is protecting the d-pawn. An example can be seen in a line where Black plays in the typical Meran style: 8. Be2 a6 9. e4 c5 10. e5 cxd4 and now White has the option of playing 11. Qxd4 Bc5 12. Qf4 with a comfortable advantage.
Classical Meran: 8...a6.
Black plays 8... a6 in order to protect his b5-pawn and threatening to follow up with the equalizing move ...c6–c5. White cannot really prevent this plan directly, so he must immediately generate some counterplay in the center with 9. e4. It is also possible to play 9.a4, but 9.0-0 is a strategic mistake as it allows Black to freely push his c-pawn, equalizing immediately. Black will respond with 9... c5, after which White has the choice between pushing his d-pawn or e-pawn, leading to very different middlegames.
10.e5 variation (main line).
Pushing the e-pawn is the classical approach by White, adopted in several high-level games, including World Championship match Kramnink–Anand in 2008. The black knight on f6 has no reasonable squares to go to, so Black must continue his aggression by 10.. .cxd4, attacking the white knight in return. Taking the knight on f6 would favor Black, so White responds 11. Nxb5 (the Blumenfeld variation), sacrificing his knight while still threatening Black's f6-knight. Black now has three reasonable alternatives how to proceed. Most popular and tested line continues 11... axb5 12. exf6 gxf6 13. 0-0 Qb6 14. Qe2 with a very interesting position. Black is up a pawn and has a very straightforward plan: play ...Bb7, ...Bd6, ...Rb8 and aim for the white king. Practice has shown, however, that White is doing very well in these positions, but precision is certainly required from both sides. Alternatively, Black can play 11... Ng4 (the Rabinovich variation), where White might respond 12.Qa4, preventing the capture ...axb5 due to the pin on the a-file, as well as discouraging Black from capturing on e5 due to the discovered check on the black king. Nevertheless, play might continue 12...Ngxe5 13.Nxe5 Nxe5 14.Nd6+ Ke7 15.Nxc8+ Rxc8 16.Bxa6 Ra8 and White is clearly better but certainly not yet winning. A third alternative is to play 11... Nxe5 (the Sozin variation), and after 12. Nxe5 axb5 13. Bxb5+ Bd7 14. Nxd7 Qa5+ 15. Bd2 Qxb5 16. Nxf8 Kxf8 White probably has a slight advantage, but the imbalance in pawn structures will guarantee an exciting game with opportunities for both sides.
10.d5 variation (transposition to Reynolds Attack).
White has the option of playing 10. d5 as well. This often transposes to the Reynolds Attack (described in detail below) after, for example, 10... c4 11. Bc2 Qc7 12. 0-0 Bb7, or another move order.
Modern/Improved Meran: 8...Bb7.
According to some sources, the move was first played in 1923. The strategic idea behind this move is to develop the light-squared bishop and possibly play b5-b4 and c6-c5 without wasting time on a7-a6. The move 8... Bb7 was long considered virtually unplayable due to the line 9. e4 b4 10. Na4 c5 11. e5 Nd5 12. Nxc5 Nxc5 13. dxc5 Bxc5 14. Bb5+ and the black king will be stuck in the center. However, it was later found, in particular through the work of Danish grandmaster Bent Larsen in late 1960s and early 1970s, that after 14... Ke7 Black is completely fine and might be even better, with a very strong knight on d5 and strong bishops aiming at the white kingside. This forced White players to look for alternative approaches to Black's modern treatment of the Meran.
9.0-0 variation and Reynolds Attack.
White can simply play 9. 0-0, and the game often continues 9... a6 10. e4 c5 11.d5 leading into the Reynolds Attack. It is worth noting that 11.e5 is no longer an option as it was in the Classical Meran, since Black can respond with 11...cxd4 and now 12.Nxb5 no longer works since Black has the option of playing 12...Bxf3 13.Qxf3 Nd5 with . After 11. d5 Black cannot really capture on d5, since the opening of the e-file could be disastrous for Black in a practical game (although with precise computer play Black seems to be fine after 11...exd5). Therefore, Black must allow White to capture on e6, and try to deal with the consequences.
Black typically develops his queen with ...Qc7, with the choice of whether or not to push the c-pawn to c4. The benefit of pushing the c-pawn is that should White play dxe6 and after the recapture fxe6 attack the e-pawn with either Ng5 or Nd4, Black has the opportunity to defend the pawn with ...Nc5. Alternatively, Black can refrain from pushing the c-pawn to c4, which prevents White from using the d4-square for his knight in some variations.
An example variation where Black keeps his c-pawn on c5 is: 11...Qc7 12.dxe6 fxe6 13.Ng5 Qc6 after which there are many different ways to continue for both sides.
If Black instead pushes his c-pawn, this opens up several interesting opportunities for White. For example: 11... c4 12. Bc2 Qc7 13. dxe6 fxe6 and now White has two possible knight moves (among other alternatives) pressure Black's e-pawn.
First, 14. Ng5 has to be met with 14... Nc5 (now 14...Qc6 would lead to 15.Qf3 h6 16.Qh3 – a typical queen maneuver in such positions – with a very strong advantage for White). Now White has a couple of interesting alternatives to proceed. The first one is a flashy move 15. e5, played for example in 1994 by Kramnik against Shirov, and a couple of rounds later by Karpov against Kramnik himself. Play continues 15...Qxe5 16.Re1 Qd6 17.Qxd6 Bxd6 18.Be3 0-0 19.Rad1 Be7 20.Bxc5 Bxc5 21.Nxe6 Rfc8 with roughly equal chances for both. An alternative approach is 15. Be3 h6, after which White can throw in the even flashier knight sacrifice 16. Nxe6, and the game typically continues 16...Nxe6 17.e5 Qxe5 18.Bg6+ (the point!) Ke7 19.Re1 and White has a strong attack against the black king, despite being a full piece down.
Second, 14. Nd4 Nc5 15. Qe2 Bd6 leads to very interesting play, for example in the game Karpov–Anand, 1998, which continued 16.f4 e5 17.Ndxb5 axb5 18.Nxb5 Qb6 19.Nxd6+ Qxd6 20.fxe5 Qxe5 21.Rf5 Qe7 22.Qxc4 Rc8 23.Qb5+ Ncd7 24.Qxb7 Rxc2 with a wild and tactical game.
A lot of theory and high-level games exist on Reynolds Attack and it's different subvariations. As in many variations of the Semi-Slav, the game becomes wildly tactical and provides opportunities for both sides.
9.e4 variation.
Continuing the game with 9. e4 b4 10. Na4 c5 11. e5 Nd5 is still very much an option for white. Instead of captures on c5, white can play 12. 0-0 with some attacking prospects. The most critical continuation is 12... cxd4, after which white can either play 13. Re1 or 13. Nxd4, both giving opportunity for some wild attacks on the black position. With accurate play, however, Black should be fine.
9.a3 variation.
White has a third option to play 9. a3 as well. The idea is to prepare b2-b4 by White, which would make it more difficult for black to achieve his strategic plan of pushing c6-c5. Black may respond with moves like 9...b4, 9...Bd6, 9...a6 or 9...a5.
8...Bd6 variation.
Intent of the move 8...Bd6 is to allow rapid castling as well as to increase Black's control over the e5-square, which will be critical in many continuations. White's strategic idea in the Meran is to push e3-e4, and with a bishop on d6 Black is always ready to meet this with e6-e5, and typically Black is doing fine after such moves. Play might continue 9. 0-0 0-0 10. Qc2 Bb7 transposing to one of the topical lines discussed in the Anti-Meran section below. In addition there are some independent lines after 8...Bd6, where play continues with, for example, either 9. Ng5 Bb7 10. Qf3 h6 11. Qh3 or 9. Bd2 Bb7 10. Rc1 Rc8 11. a3.
Anti-Meran Variation: 6.Qc2.
The main alternative to 6.Bd3 has become 6. Qc2, once a sideline, this move exploded in popularity in the 1990s, in large part due to Anatoly Karpov's advocacy. The idea is to wait for Black to commit to ...dxc4 before playing Bd3. Black commonly replies with 6... Bd6 and now White can choose between a couple of very different continuations:
Karpov Variation: 7.Bd3.
Most often White players choose the move 7. Bd3. Karpov first played 7. Be2 but it soon transpired that the d3-square gives White better chances. Play usually continues 7... dxc4 8. Bxc4 0-0 9. 0-0 b5 10. Bd3 Bb7, after which White has several interesting options to continue the game.
11.a3 variation.
One of the "hot" positions of Semi-Slav occurs after 11. a3. White intends to simply push b2-b4, which would seriously hamper black's strategic plan of playing c6-c5. White also often looks at transferring his knight from f3 via g5 to e4, which is something black might want to prevent. Black players have tried various approaches to combat white's plan, and the final word on this variation has certainly not been said yet.
If black responds with 11...a5, he is certainly slowing down white's intentions towards b4, but the cost may be too high: black will never be able to support his b-pawn with a6, and the weakness of the queenside pawn structure will be a permanent problem for black.
An alternative is to play 11...a6 aiming at pushing c5 next, which more or less invites white to play 12. b4. Now black can respond with 12...a5, and the game could continue with 13. Rb1 axb4 14. axb4 Qe7 15. e4 e5 with very dynamic play and opportunities for both sides.
Playing 11...Qe7 takes the poison out of white's planned knight transfer, since after the moves 12. Ng5 h6 13. Nge4 Nxe4 14. Nxe4 c5 black seems to be fine. However, after 11...Qe7, white can continue 12. e4 e5 13. Bg5 and white seems to retain some advantage.
A very radical approach by black is to play 11...Rc8, with a clear threat of placing the rook on the same file as the white queen. If white now plays 12. b4 to "prevent" black from pushing the c-pawn, black may simply respond with 12...c5!? (12...a5 is the computer preference), and after 13. bxc5 Bxf3 14. cxd6 Nd5 the game is wide open with massive tactical complications and opportunities for both sides.
11.Rd1 variation.
Playing 11. Rd1 is a possibility, but it looks like black can neutralize white's play after 11...b4 12. Na4 c5 13. dxc5 Rc8 and the tactics seem to work in black's favor.
11.e4 variation.
White can immediately push 11.e4, and black must respond with the thematic 11...e5. Play often continues 12. dxe5 Nxe5 13. Nxe5 Bxe5 14. h3 with some slight advantage for white.
11.Ng5 variation.
White can begin the thematic knight transfer immediately with 11. Ng5. In such positions, black often has the tactical idea of Bxh2+ Kxh2 Ng4+ at his disposal, but in this precise variation it does not seem to provide anything for black. After 11...h6 12. Nge4 Be7 the position seems very equal, though.
7.b3 variation.
Instead of preparing the e3-e4 push to free his dark-squared bishop, white can also play 7. b3 to support the pawn on c4 and develop the bishop on the long diagonal in anticipation of future opening of the center. Play might continue 7...0-0 8. Be2 after which black has several viable continuations at his disposal.
Shirov–Shabalov Gambit: 7.g4.
Another increasingly common gambit line used in the Anti-Meran is the sharp 7.g4. Popularized by Alexander Shabalov and Alexey Shirov, the gambit destabilizes the center for Black and has been successful for several grandmasters, including Kasparov, who won the first game of his 2003 match against the computer chess program Deep Junior with it.
If black simply takes the pawn with 7...Nxg4, white will respond with 8. Rg1. Black now has a number of playable continuations, including Qf6, Nxh2, f5, h5 and Nh6, and with precise play black should be fine.
An alternative to taking the pawn is to simply stop it by playing 7...h6. White will continue with 8. Rg1 anyhow, but black has a number of playable responses.
Another popular response is to play 7...dxc4, but after 8. Bxc4 it seems that white will retain a slight advantage. Play might continue, for example, with 8...e5 9. g5 Nd5 10. Ne4
Semi-Slav: 5.Bg5 variations.
The Anti-Meran Gambit ("ECO" code D44) arises after 5.Bg5. White refuses to shut in the dark-squared bishop, instead developing it to an active square where it pins the black knight. The downsides of this choice are that it does not help developing White's kingside, and the pawn of c4 remains unprotected. In some cases, such as the Cambridge Springs Defence (see below), Black aims to benefit from the slight dark square weaknesses left behind on the queenside after the bishop has moved outside the pawn chain.
Main Black replies are (in order of frequency in high-level games): 5...h6 (immediately questioning the white bishop's intentions, leading to Moscow/Anti-Moscow variations), 5...Nbd7 (transposing to the Cambridge Springs Defence), 5...dxc4 (triggering the ultra-sharp Botvinnik variation) or 5...Be7 (transposing to the Orthodox Defense of the Queen's Gambit Declined).
Moscow Variation: 5...h6 6.Bxf6 Qxf6.
The Moscow Variation 5... h6 6. Bxf6 Qxf6 gives rise to play of a very different character from the Botvinnik or Anti-Moscow variations. Black has the bishop pair, which gives him good long-term chances, but must avoid prematurely opening the position in the face of White's superior development and central control, as his position is initially solid but passive. Alexei Dreev, for example, has played this line successfully as Black.
Play might continue like this: 7. e3 Nd7 8. Bd3 dxc4 (white was threatening to play e3-e4-e5) 9. Bxc4 g6 (9...Bd6 is also possible) 10. 0-0 Bg7 and now there are various ways to continue the game for both sides. Black has the bishop pair and no immediate structural weaknesses, but his pieces are still a bit undeveloped, especially the light-squared bishop. White might continue with a queenside expansion, for example 11. b4 0-0 12. a4 with a lively game to follow. An alternative approach is one introduced in a game Carlsen-Karjakin (2009), where white continued with the thematic 11. e4 e5 12. d5 Nb6 13. Bb3 Bg4. This allows Black to inflict doubled pawns for White, but it seems that White is able to get a lot of play against Black's weak c-pawn. The game continued: 14. Rc1 0-0 15. h3 Bxf3 16. Qxf3 Qxf3 17. gxf3 Rfd8 18. Rfd1 Bf6 19. dxc6 bxc6 20. Rxd8+ Rxd8 21. Nd1 and White seems to have a slight advantage.
In order to avoid the continuations above, Black can also play 7... g6 instead. This makes White's typical plan of e3-e4-e5 a bit less attractive (an example line could be: 8.Bd3 Bg7 9.e4 0-0 10.0-0 Qd8 11.e5 dxc4 12.Bxc4 c5 challenging White's center). One alternative approach was introduced in a game Kramnik-Topalov (2014 candidates), where the game continued 8. Bd3 Bg7 9. 0-0 0-0 10. Ne5. This could be a strong square for the knight, since Black cannot really challenge it with a move ...f7–f6, given the weaknesses of the kingside pawns. The game continued 10...c5 11. cxd5 cxd4 12. exd4 exd5 13. Re1 Be6 14. Bb5 restricting the black knight and good position for White.
Anti-Moscow Variation: 5...h6 6.Bh4 dxc4.
Instead of the more calm and positional 6.Bxf6, white has the option of retreating the bishop with 6. Bh4. This allows black to capture and keep the c4-pawn, but in return offers white a lot of active play against black's weakened pawn structure and vulnerable king. The game typically continues 6...dxc4 7. e4 (note: 7. a4 to prevent black's b5 does not work, see below) g5 8. Bg3 b5 and black has been able to defend the pawn on c4, but his position is full of weaknesses for white to attack. The Anti-Moscow variation leads to very complicated game, similar to Botvinnink variation in many ways.
Note: In such positions White often considers pushing a2-a4 to prevent Black from defending the c4-pawn with b5. In this particular case, 7. a4 is a mistake. First, Black can play 7...b5 anyway, with the idea that 8. axb5 cxb5 9. Nxb5 Qb6 10. Na3 Qxb2 is very good for Black (there are some other variations, including taking Bxf6 at some point, but Black is better in any case). Second, Black can play 7...Bb4, followed up by b5 and Black is a pawn up and it is difficult to believe White has enough compensation.
White has a number of typical plans to attack the black position all over the board. On the kingside, White can consider the move h2-h4, possibly further weakening Black's kingside pawn structure. In the center, White often plays Ne5 and opens up the d1-h5 -diagonal for his queen and bishop, as well as looks for opportunities to break through with d4-d5. It is worth mentioning that pushing the e-pawn to e5 is often not a good idea, since it blocks the white minor pieces. On the queenside, White often plays moves like a2-a4 and b2-b3 to undermine the black pawn structure. All of this is combined with the fact that black king has no strong shelter to hide, so a constant threat of mating attacks hangs in the air.
White typically continues 9. Be2, and Black responds with 9...Bb7. This is an important prophylactic move by Black, as White is constantly threatening to push d4-d5 to break through in the center. White now has the option of playing either 10. h4 or 10. 0-0. A typical line after the former is 10. h4 g4 11. Ne5 h5 12. 0-0 Nbd7, 13. Qc2 Nxe5 14. Bxe5 Bg7 with various possible continuations and possibly still a slight advantage for White. The latter often leads to wild complications after 10. 0-0 Nbd7 11. Ne5 Bg7, and now White can choose between two very different continuations. First one is 12. Nxd7, which typically continues 12...Nxd7 13. Bd6 a6 14. a4 e5 and so on. The second one, first seen in 2008 in a game between Topalov and Kramnik, is the flashy 12. Nxf7 (a full piece sacrifice), which leads to a wild attack after 12...Kxf7 13. e5 Nd5 14. Ne4 Ke7 15. Nd6 Qb6 16. Bg4 and White has a great position, strong knight on d6, control over the center and the light squares, and pressure against the weak e6 pawn. Although Black might be objectively able to survive and even convert his material advantage to a win, the complications are huge and whoever is better prepared to deal with the position has certainly the upper hand in practical games.
Botvinnik Variation: 5...dxc4.
The Botvinnik variation is probably one of the most complicated of all chess openings, with theory stretching past move thirty in some variations. The opening was introduced by Mikhail Botvinnik in the 1945 USSR vs. USA radio match vs. Arnold Denker. Today, Alex Yermolinsky has an excellent record with the white pieces and Alexei Shirov has been Black's chief proponent in this variation. Although this variation bears Botvinnik's name, he was not the first person known to have played it—Klaus Junge is credited as the actual inventor. Black makes the thematic pawn capture 5... dxc4 immediately. White takes control of the center with 6. e4 as Black defends his extra pawn with 6... b5. The main line of the Botvinnik now continues 7. e5 h6 8. Bh4 g5 9. Nxg5 hxg5 (9...Nd5 is sometimes played, and after 10.Nxf7 Qxh4 11.Nxh8 Bb4 12.Rc1 White is objectively much better, but the position is incredibly complex to play in practice for both sides) 10. Bxg5 Nbd7 (diagram) (10...Be7 11.exf6 Bxf6 12.Bxf6 Qxf6 13.g3 should be favorable for White). White will regain his piece with interest, emerging with an extra pawn, but Black will soon complete his development, gaining great dynamic compensation, whereas White's task is rather more difficult. White will fianchetto his king bishop and castle kingside, while Black will play ...c5, ...Qb6, castle queenside, and can carry out an attack in the center or on either flank, leading to complex play.
The main continuation is 11. g3, aiming to quickly take control of the long diagonal. White can also play 11.exf6, but after 11...Bb7 12.g3 c5 13.d5 White has given Black some additional options compared to the main move, such as ...Nb6, ...Ne5, ...Qc7 or ...Bh6, which was not necessary. The 11.g3 move order does, however, open up the possibility of 11...Rg8, and play might continue 12.h4 Rxg5 13.hxg5 Nd5 14.g6 fxg6 15.Qg4 Qe7 16.Bg2 with a slight advantage for White. The main continuation is 11... Bb7 12. Bg2 Qb6 13. exf6 0-0-0 14. 0-0 c5 (14...Ne5 is sometimes played, but White seems to win most of the games after 15.dxe5 Rxd1) 15. d5 b4 (diagram) and we have reached one of the key positions of the Botvinnik Variation. White now has two main continuations: 16. Na4 and 16. Rb1.
16.Na4 variation.
The most challenging continuation is 16. Na4, where Black has two main replies. The first one, although not the best one, is 16... Qa6, leading to another crazy and forcing continuation: 17. a3 Bxd5 18. Bxd5 Ne5 19. axb4 Rxd5 20. Qe2 cxb4 21. Nc3. The second one and probably the better one, is 16... Qb5, after which play might continue with multiple forcing moves 17. a3 Nb8 18. axb4 cxb4 19. Qg4 Bxd5 20. Rfc1 Nc6 21. Bxd5 Rxd5 22. Rxc4 Rxg5 23. Qd4 Kb8 24. Rxc6 Rxg3+ 25. fxg3 Qxc6 26. Rd1 Qc7 and so on.
16.Rb1 variation.
With this somewhat odd-looking move White actually prevents Black from capturing the c3-knight (16...bxc3 17.bxc3 Qa6 18.Rxb7 followed up by 19.dxe6 would be completely winning for White). Black would respond 16... Qa6 and play typically continues in a completely bizarre Botvinnik fashion: 17. dxe6 Bxg2 18. e7 Bxf1 and now either 19. Kxf1 or 19. Qd5 and so on. These positions are highly dynamic and favor first and foremost the better-prepared player, although objectively speaking White might have a slight advantage.
Cambridge Springs Variation: 5...Nbd7 6.e3 Qa5.
Black breaks the pin on the h4–d8 diagonal and forms a pin of his own on the c3-knight (exploiting the absence of the White's queen bishop from the <dfn>queenside</dfn>). If Black later plays dxc4, there may be threats against the g5-bishop.
Orthodox Defence: 5...Be7.
Breaking the pin with 5...Be7 transposes to the lines of Orthodox Defence of the Queen's Gambit Declined. This move is, however, less challenging for white, at least judging by the fact that white scores more than 70% in top-level games. An example continuation is 6. e3 Nbd7 7. Qc2 0-0 8. Rd1 and white has a comfortable position.
Semi-Slav: 5th move alternatives.
Although more than 90% of games continue with either 5. Bg5 or 5. e3, there are some sidelines that are worth a quick look.
5.Qb3 variation.
The move 5. Qb3 is an alternative way of protecting the c-pawn. If Black continues with the typical 5... Nbd7, White can play 6. Bg5 and this is supposed to lead to a favorable version of a Queen's Gambit Declined. If Black plays 5... dxc4 instead, White will recapture with 6. Qxc4 (see below).
5.Qd3 variation.
The move 5. Qd3 is often combined with the idea of pushing e2-e4 in the near future. If Black continues in a typical Semi-Slav fashion with 5...Nbd7, then White can immediately play 6. e4, and after 6...dxe4 7. Nxe4 Nxe4 8. Qxe4 Bb4+ 9. Bd2 Bxd2+ 10. Nxd2 the game is pretty much even. White also has the option of playing 6. g3, leading to some sort of Catalan setup. If Black plays 5...dxc4 instead, White will recapture with 6. Qxc4 (see below).
5.Qb3/d3 dxc4 6.Qxc4 variation.
After either queen move, Black can continue in Semi-Slav style by capturing the white pawn with 5...dxc4. Play will continue 6. Qxc4 b5, and now White can retreat his queen back to either b3 or d3. After 7. Qb3, the game might continue 7...Nbd7 8. Bg5 Be7 9. e3 with equal opportunities. The move 7. Qd3 is an alternative, and Black's best reply is considered to be 7...a6 8. e4 c5 and Black is supposed to be fine after either 9. dxc5 or 9. e5.
5.g3 variation.
By playing 5. g3, White makes a claim that he's ready to play the Catalan, with the black pawn a bit passively on c6. This practically forces Black to take the c-pawn with 5...dxc4. White will continue 6. Bg2 (6. a4 c5 is supposed to be good for Black), and Black has now two main choices. First, he can play 6...b5, and the game might continue in Catalan style with 7. Ne5 a6 8. a4 (8. Nxc6 Qb6 is fine for black) Bb7 and so on. Second, he can play 6...Nbd7 preventing white's Ne5, which might lead to 7. 0-0 Be7 8. e4 0-0.
5.Bf4 variation.
Developing the bishop to f4 might seem reasonable at first, but in this particular opening it is not the correct approach by White. After 5. Bf4 Black responds thematically 5...dxc4 (anything else is good for White), and is ready to defend the c-pawn with the standard push b7-b5. White's best attempt might be to continue 6. a4, but Black now has the move 6...Nd5 (since the knight is not pinned by the white bishop as it would be in the standard Bg5 lines). White's best continuation is probably 7. Bg5, underlining the fact that this is where the bishop should have gone in the first place. After 7...Be7 8. Bxe7 Qxe7 Black is probably slightly better. If White plays 6. e4 as he would in a Botvinnik variation with the bishop on g5, Black simply responds 6...b5 and this must be a much better version of the Botvinnik for Black since White lacks the usual counterplay with e4-e5 against the pinned knight. Finally, the same logic applies for 6. e3 b5, and white cannot claim having enough dynamic compensation for the pawn.
References.
Bibliography


Andrew Copeland


The Marriage Ref (American TV series)

The Marriage Ref is a TV reality show and panel game hosted by comedian Tom Papa and produced by Jerry Seinfeld, in which a rotating group of celebrities decides the winners of real-life marital disputes. The show premiered on NBC on Sunday, February 28, 2010 on the final night of the Olympics before moving to Thursdays. The show's second season debuted on June 26, 2011.
On May 13, 2012, NBC cancelled the series after two seasons.
Premise.
The premise of the show involves real-life couples who have been having an ongoing argument. In season one, a video clip was shown to a three-member celebrity panel depicting both sides of a dispute. The celebrities made humorous observations, deliberated the merits and voted on who should win the debate. Though the Marriage Ref (Papa) took their votes into consideration, he was free to make his own decision about who was right.
In addition to the celebrity panel, season one featured a fact checker who could provide additional information to aid in the decision making. "Today" correspondents Natalie Morales and Maria Menounos and MSNBC's Mika Brzezinski filled this role.
Changes have been announced for season two. In these episodes, couples will appear live in studio, and at the end of each show, the studio audience will vote on which of the night's three winners is "The Rightest." The winner will receive $25,000 and a billboard in their hometown declaring that they are right.
Reviewers have described the show as a renewal of the panel game format popular in classic American television.
Production.
"The Marriage Ref" was originally scheduled to premiere Sunday, March 14 at 8 pm, as the lead-in to "The Celebrity Apprentice". NBC greenlighted the show "within minutes" of Seinfeld pitching the concept. However, as a result of "The Jay Leno Show" being cancelled, the premiere was moved up to Thursday, March 4 at 10 pm, as one of its replacement shows.
The executive producers of "The Marriage Ref" are Jerry Seinfeld, Ellen Rakieten, Nick Emerson, Jennifer O'Connell, and Al Berman. Seinfeld selected comedian Tom Papa, his longtime warm-up act, to serve as the show's host and referee. The program is produced by Seinfeld's company, Columbus 81 Productions. Endemol provides services of international distribution of "The Marriage Ref". Central Talent Booking manages the composition of each show's celebrity panel.
Critical reception.
Reviews.
"The Marriage Ref" received an overwhelmingly negative reception from television critics. It currently receives a 41 out of 100 on Metacritic based on 11 reviews. According to the news agency, Reuters, the television program received "scathing reviews". An analysis of reviews in "The Guardian" noted that "The Marriage Ref", "has been so thoroughly panned by critics its future looks in doubt even before it begins." A review of the program on "National Public Radio" called the television show "painfully bad"; the reviewer commented, "I was optimistic that I'd be writing something of the 'Don't assume this show is terrible' variety. But it's ... terrible." The newspaper "The Star Ledger" described it as "heinous", and called it an "ugly, unfunny, patronizing mess". "The New York Times" called the show "funny, despite a cheesy game show premise". A review by "Entertainment Weekly" called the program "silly fun", and commented, ""The Marriage Ref" exists to permit the celebrity judges to comment amusingly on the cases to be adjudicated." An analysis in "Variety magazine" characterized the program as "a breezy, inexpensive approach to comedy that brought to mind the panel shows of yesteryear". "The Wall Street Journal" characterized the show as a "panel" form of game show, commenting, "The concept is essentially a re-jiggering of a genre staple of television's halcyon days: the 'panel' game show".
A commentary on the show in "Time magazine" commented that "The Marriage Ref" was "the most God-awful mishmash of a comedy-variety show". "Time" gave it an F, as did "The A.V. Club" who noted how confused the premise of the show is claiming that the pilot "safely toe[s] the line between all of [its] options and never commit[s] to one of them." A reviewer for "TV.com" commented, ""The Marriage Ref" may be the worst television I've seen in awhile [sic]." The review concluded that the program was an "atrocity" and, "a pathetic half-hour that's edited to hell, results in meaningless resolutions, features the worst animated intro of all-time, and is just plain uncomfortable to watch".
"Who knew Seinfeld could be this unfunny?", commented a review in "The Baltimore Sun"; the review stated that the program was not worthy of its Thursday slot or daytime syndication. "The Huffington Post" asked a similar question, "How could a man as funny as Seinfeld produce such a remarkably unfunny show?" The website "Gawker" mused as to whether "Jerry Seinfeld's new show almost cancels out Seinfeld", and "IGN" wrote, ""The Marriage Ref" just felt utterly dead on arrival." "New York Magazine" characterized "The Marriage Ref" as "kinda terrible". An analysis of the show in "The Hartford Courant" wrote, "What do you do if you've managed to pull your network up from fourth place after two weeks of highly-rated Olympic Winter games? If you're NBC, you squander it immediately on an unfunny little thing called 'The Marriage Ref.'" The review concluded that "absolutely nothing funny happened", and called the show "about as wrongheaded an offering to prime time as, well, anything on NBC these days"
Ratings.
In the ratings, the program's debut performed worse than the CBS Network television reality show "Undercover Boss" even with the Olympics closing lead-in. The pre-empting and tape delay of the remainder of the 2010 Winter Olympics closing ceremony after late local news in order to broadcast the premiere of "The Marriage Ref" was immediately criticized by viewers over social networking websites such as Twitter. The week after its debut, "The Marriage Ref" dropped to number three in the ratings; losing to the CBS program "The Mentalist" and the ABC Network program "Private Practice". The program had been in first place in its first week, but fell 21 percent in the ratings in its second week. The program saw steady ratings decline with each episode since its debut. The first showing of "The Marriage Ref" had 14 million viewers, and by the fourth full episode the number of viewers had declined to 6.5 million. As of the fourth episode, the program had "posted its lowest rating to date", with a rating of 2.5/7. In the program's sixth broadcast, the April 8, 2010 edition of "The Marriage Ref" hit a season low with a rating of 2.1, just three days after it had been renewed for a second season.
The show's second season premiere had ratings 20% lower than the first season premiere, at a 1.6.


Art Style

Art Style is a video game series created by skip Ltd. for WiiWare and DSiWare. The first game in the "Art Style" series, "Orbient", was released for WiiWare in September 2008. Another two "Art Style" games, "Cubello" and "Rotohex", were released during October 2008 while two more were added in 2010. Seven DSiWare "Art Style" games were released on that service after its launch in Japan in December 2008, with the first two being "Aquario" and "Decode".
According to Nintendo, games in the "Art Style" series emphasize "elegant design, polished graphics, and pick-up-and-play controls" that create "an experience focused purely on fun and engaging game play." WiiWare titles released in the series cost 600 Nintendo Points, while DSiWare titles cost 500 points.
"Art Style" was preceded by a series of seven similarly games for the Game Boy Advance called "bit Generations". The "bit Generations" series came late in the life of the system and have not been released in Western territories, however some of those games have since been remade as "Art Style" games (with the exception of "dotstream", which was given a sequel titled "light trax").


The Weakest Link (video game)

The Weakest Link is an video game based on the television game show of the same name, developed by Traveller's Tales and published by Activision under license from BBC Multimedia for the PlayStation, PlayStation 2 and Microsoft Windows platforms (although the PlayStation 2 version was released exclusively in Europe). Anne Robinson, the television show's real-life host, features in the game throughout gameplay and recorded footage, beginning with the opening speech, at the beginning of each round, and during each round's voting stage.
Gameplay.
The gameplay consists of choosing specially-created characters, and the game can be played either with a second player or against the CPU. Players can choose the difficulty of questions for each game, as well as whether to play from the beginning or from a particular round with selected CPU characters. Players can also "bend the rules", changing the settings to whatever they would like to play, including questions, the difficulty of CPU players and more.
The money tree is as follows:
Reception.
The PlayStation version received "mixed" reviews, while the PC version received "generally unfavorable reviews", according to the review aggregation website Metacritic.
"IGN" criticized the PC version's gameplay for slow pace and the graphics by stating they were "drab".


Battle K-Road

 is a one-on-one fighting arcade game released by Psikyo in 1994.
Gameplay.
The game focuses mostly on reality fighting rather than fictional fighting. At the start of the game in one-player mode, the player will face against the other fighter that uses the same fighting style as the one the player chose. After the player wins against the opponent, the player will face against other opponents that use other fighting styles in the K-Road Tournament. If the player loses, the game will only allow the player to continue fighting through it with the character he used, and will not allow the player to choose another character.
The gameplay has a 6-button layout, but with command inputs different compared to ones in most fighting games released at the time. There are three punches and kicks for a few directions (weak, medium and strong). There are seven fighting styles featured in the game and two playable characters per style, for a total of 14 playable fighters.
Characters.
Karate
Boxing
Muay Thai
Commando sambo
Mixed martial arts
Sumo
Jujutsu
Other
Reception.
In Japan, "Game Machine" listed "Battle K-Road" on their March 1, 1994 issue as being the tenth most-successful table arcade unit of the year.


Astebreed

 is an action shoot 'em up 3D video game, published by Playism and developed by Edelweiss, for PlayStation 4, Microsoft Windows and Nintendo Switch.
Gameplay.
"Astebreed" is an action shoot 'em up game. The player controls a mech with several attack options being that of a blade attack, a blade dash attack, a spread shot of 'bullets', two different lock-on functions, and a special "ex-attack". The various attacks are also the means by which the player defends either by canceling out enemy projectiles using the main gun or sword, or by using the sword dash attack to dodge.
Reception.
"Astebreed" received positive reception from critics since its release.


Miliard w rozumie

Miliard w rozumie (Billion in mind) is a Polish game show, produced by TVP3 Kraków under license of Polish Scientific Publishers PWN, transmitted in TVP1 from 1993 to 2005. Show was hosted by Janusz Weiss. Questions concern 54 difficulty disciplines.
Originally 16 contestants in four groups take part in game show once a year. Two best contestants in group were promoted to next stage. In final winner got remaining 75,000 for main reward - one hundred thousand Polish zlotys (title one billion zlotys after redenomination in 1995).
Later rules were changing – winner take part in next stage (maximum 5 times) and accumulate money but in single stage could win more than earlier reward.


Aztarac

Aztarac is a scrolling shooter arcade game using vector graphics It was developed by Tim Stryker and released by Centuri in 1983. The player is the commander of an intergalactic race of mutant humans. Their mode of transport is a tank and its turret is controlled independently. This allows the player to move in one direction while shooting in another. Their mission is to guard various space outposts from hordes of incoming enemy ships.
Gameplay.
Each level will have several outposts all clustered together in the center. If an enemy ship touches an outpost, then the outpost is destroyed. The player can activate a long range scanner by using a second button. This allows the player to locate enemies before they get close, thus enabling the player to remove themselves from the game. This ends the life of the player's gaming platform.
Highest score.
Dennis Bartlett of Iowa, USA, scored a world record 142,390 points on Aztarac on February 11, 1984.


Guy Spy and the Crystals of Armageddon

Guy Spy and the Crystals of Armageddon is an action game by ReadySoft that was released for MS-DOS, Atari ST, and Amiga in 1992. "Guy Spy" is a cartoon adventure similar to "Dragon's Lair" and "Space Ace" but with longer sections.
Plot.
Guy is summoned before the chief of international security and informed that the evil Baron Von Max has located the whereabouts of the legendary Crystals of Armageddon. Max needs these crystals to power the doomsday machine he has constructed in the mountains at an unknown location.
Reception.
"Computer Gaming World" praised the graphics and the variety of gameplay in the 13 levels, concluding that it "does a great job of providing thrills for the average arcade player".


Paper soccer

Paper soccer (or paper hockey) is an abstract strategy game played on a square grid representing a soccer or hockey field. Two players take turns to extend a line representing the position of a ball, until it reaches one of the grid's two goal spaces. A traditional paper-and-pencil game, it is commonly played in schools and can be found in children's magazines. Many computer implementations of the game also exist. Despite the game's simple rules, paper soccer has several expanded strategies and tactics.
General rules.
The game's pitch is drawn as a rectangle on a grid, with small extended rectangles in the center of each of the two shortest sides to represent the two goalposts. The grid can be of any size, although both sides should be an even number of squares to allow a center point for kickoff. The goal areas are typically 2 × 1 squares in size.
A "ball" is marked as a dot in the center of the pitch. Players alternately move the ball to a new point by drawing a line from its current position to a new one. Each move must be to a point orthogonally or diagonally adjacent. The ball cannot be moved beyond the boundary of the pitch, nor along a line that has already been drawn (including the boundary of the pitch).
If the ball is moved to a point which already has one or more lines connected to it, including the perimeter of the pitch, the ball "bounces" and the player immediately takes another turn. The player's move ends only when the ball reaches a point with no existing lines.
The winner is the player who places the ball in their opponent's goal. A player also wins if their opponent scores an own goal. If the ball reaches a point from which it cannot be moved (such as a corner of the pitch) this is regarded as a draw, or a loss for the player unable to move, depending on the rules being played by. In some versions of the game, own goals and moves that make it impossible to move are illegal.
Variants and modifications.
The players can regulate the pitch's shape in various ways by altering the pitch's dimensions or the placement of the gates. In some variants, one or more special lines may be added to the pitch. This modification is found in computer applications, and expanded variants of this modification are used by PDE Football.
In some variants, gameplay can be continued from the central pitch's point after a goal is scored or after a play is blocked. The player who did not score moves first from the central point. The game is finished when a move from the central point is not possible, and the player who scored the most goals wins.
Another variant allows a player to make a "bounce" during any turn if the line of that bounce would cross an existing diagonal line.
Another variant is Texas Soccer which allows no "X" marks to be made as the ball can no longer cross through a diagonal line.
Strategy.
Since the ball's movement cannot overlap previously drawn lines, a player can block their opponent's potential moves by filling strategic points on the board and limiting the mobility of their opponent. Another strategy is based on the use of "bounces" for streamlining mobility, which can greatly aid in scoring goals or blocking access to the player's own goal area. In versions of the game where a player who cannot move loses, a player can focus on moving the ball to a position where their opponent cannot move it further.
In some computerized versions of this game, the AI player tends to choose the shortest path to the player's goal, ignoring bounces and other strategies.
Game notation.
Each move in the game may be recorded as a string of one or more digits from 0 to 7, each digit representing the direction of a move (with 0 corresponding to 'north', 1 to 'north-east', 2 to 'east' and so on) across a single grid. Multiple digits are used to record bounce moves. This notation has been used in a PlayOk.com service.
Similar games.
There are two similar games which imitate paper soccer. Their mechanisms also depend on drawing lines to describe a ball's movement on a field.
Paper soccer (Russian variant).
This paper-and-pencil game also involves drawing lines to adjacent points on a grid, and is distinguished by a larger play area and players extending the line to three points each turn. The line can change direction at each point but must not touch any existing line (there are no bounce moves). If a player becomes trapped and unable to draw this line, then their turn is forfeited and the opponent gets a "penalty kick". This special move is a straight line in any of the eight compass directions, extending six points, and is the only occasion that other lines may be crossed. If the penalty lands on an already-occupied point or there are less than three unoccupied points available to move, an additional penalty kick is earned. After six such penalties, if there are insufficient valid moves then the other player starts with a penalty kick. Some versions with very large grids have players extend the line through four points per turn and penalty kicks across 13 points.
Strategy involves blocking an opponent's potential moves, outmaneuvering the opponent at the edges of the field and setting traps for penalty kicks in range of the opponent's goal. If a trap is not executed successfully, the opponent may be able to reverse it in an extreme move.
The game was popular in many parts of the former Soviet Union. Several Russian magazines describe the game and there are a number of computer versions as well.
"xrSoccer".
Published in 2005, "xrSoccer" is a computer game by eXtreme Results International Inc. It may be adapted to paper-and-pencil form for two players. It has common features to the previously described versions of paper soccer but gameplay generally differs.
The pitch is a 14 × 20 grid (13 × 19 points) with goal gates on the shorter sides. Starting from the center point, the line is extended to three points per turn. The line can touch occupied points and cross existing lines (there are no bounce moves) but cannot move along an existing line. If a player has no place to extend the line, the computer repositions the ball on the nearest unblocked point. This can be favourable when executed properly, as the ball is usually moved depending on the last direction of the line before it became blocked, and can be used to maneuver closer to the opponent's goal. After scoring a goal, the ball is reset to the center point and the game continues until all possible goals are scored.