Sigma 7
Member since: Sep 11th, 2006
Sigma 7's Latest Comments
Blog Activity
| Blog | # of Comments |
|---|---|
| Joystiq | 8 Comments |
| Big Download | 3 Comments |
Member since: Sep 11th, 2006
| Blog | # of Comments |
|---|---|
| Joystiq | 8 Comments |
| Big Download | 3 Comments |
Contest: Win a Razer DeathAdder Left Hand Edition PC gaming mouse
Apr 19th 2010 3:32PM (Big Download)Command and Conquer 4 leaves out LAN play and dedicated servers
Feb 21st 2010 8:36AM (Big Download)But Dedicated Servers requires changing the paradigm of the C&C series, unless you just use them as a matchmaking service.
Swag Sunday: Game show giveaway extravaganza! (Wii)
Nov 30th 2009 1:59AM (Joystiq)Contest: Win one of five Steam codes for Order of War
Oct 24th 2009 4:22PM (Big Download)Joyswag: 3 Days of Red Alert 3 swag [update]
Apr 1st 2009 9:55AM (Joystiq)Joyswag: 3 Days of Red Alert 3 swag [update]
Apr 1st 2009 9:53AM (Joystiq)Basically, most lotteries available in that province are through Loto-Quebec
Joyswag: Onyx DS Lite and Blue Dragon Plus
Mar 18th 2009 12:58PM (Joystiq)MIDI is the future of game audio
Mar 9th 2007 8:59PM (Joystiq)I tended to like the Impulse Tracker files used within the Unreal engine - while the files are larger, it will sound the same regardless of where it's played (although a player for it isn't as common.)
A Gamer's Manifesto
Nov 25th 2006 6:44AM (Joystiq)Quick question: Have you played a game with an AI players so simple that you feel completely bored with the game? For example, Red Alert 2 - where you can fight against 7 AI players and win without problem. As proof: Build one prism tank to wipe out the enemy base - a tactic that a human player can counter by defending with one regular tank.
The correct solution is found in UT2004, which has eight gradual difficulty settings. The lowest is dead simple, the middle ones become a threat, and the highest ones simulate online play with perfectly accurrate snap-shots.
FoxTrot's Sudoku-ometry [update 2]
Oct 15th 2006 10:35PM (Joystiq)Easy or "regular" sudoku puzzles are menial, since they are designed in a way where you can identify a location of a number simply because the other cells are directly covered by such a number.
This samauri sudoku is merely five sudokus overlayed. The trick is to attack the corners of the middle sudoku in order to isolate all five sudokus from eachother - once you've done that, you merely have four independant sudokus to solve (in case of the Oct 15, 2006 puzzle, the center one can be solved without having to mark the corner segments.)
If the puzzle isn't hard to begin with, making it larger only makes it longer and/or intimidating rather than more difficult. Hunting down that key to advance the puzzle isn't fun in video games, and isn't fun with sudokus either.
For reference, there's a sudoku solver shown here: http://www.scanraid.com/sudoku.htm
If it solves sudokus without having to enter the naked pairs/triples, then the sudoku was too easy. While you will need to manually enter information inferred from the corners, it solved the center puzzle without issue.