Room Escape 21th:The tiolet.
The Classic Espape Game,Use your wisdom to break!Good Luck!


It cost me a lot of time and effort to escape from the chess room. After that, I went to the washingroom. However, the door closed as soon as I came in. Oh, there is another challenge.Nevertheless,I'm going to piss!

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As long as a measure is reasonably stable, reliable, and makes sense, I think we are justified in using it to see what we can find. IQ, despite its imprecision and vagueness is all of these. Doesn't it make sense that if you can figure out little problems on a test that you might be a little smarter than someone who can't? It doesn't prove that you are smarter, of course. Nothing can ever prove that in the same way a thermometer proves something is hot. Why not use the measures that are available and track people's progress through life? We've done this with IQ and found that it is a better predictor of income than gender, parents' education, race, parents' income level, and essentially anything else you might want to think of. Whether IQ exists or not, it certainly is useful from a researcher's perspective1.

1 In case it isn't already blindingly obvious, useful is not the same as precise. Julie's post mentions that she doubts her kids would do well on a standardized IQ test. From having read her blog for a while, I think her kids are sharp. I think home-schooled children in general will be poorly measured by IQ tests. However, despite this limitation IQ has been effective in predicting what happens within populations.

The term originated in 2001 from the MOTAS game[1], though there are many older examples of the point-and-click variation, such as Noctropolis. The genre was further popularized in 2004 by the Japanese "Crimson Room" game by Toshimitsu Takagi, which has spread throughout the internet and can be seen on many gaming websites. Another popular example is the Submachine Series which continues to add new installments. Strictly speaking, MOTAS is not strictly an "escape-the-room" game as it includes many levels, some of which include more than one location. The concept of collecting and manipulating objects is a core element of interactive fiction. Colossal Cave Adventure features a grate that requires a key to unlock and a rusty door that must be oiled, and Zork features a trap door under a rug and a puzzle involving slipping paper under a door to retrieve a key (a puzzle which reappears in MOTAS). While these classic text games were not limited to one location, John Wilson's Behind Closed Doors is an early example of a commercial game in the genre, and Laura Knauth's Trapped in a One Room Dilly shows the genre was well-established in the text-adventure hobbyist community in 1998. While a single-location game may not be set inside a room, and while the player's goal may not necessarily be escape, in 2002 the interactive fiction community first hosted a One Room Game Competition (attracting six entries, all in Italian), and in 2006 Riff Conner wrote Another Goddamn Escape the Locked Room Game, indicating that the genre is well known in the contemporary interactive fiction hobbyist community. Often, a game that features many different locations will begin with a prologue of sorts, in which the player must escape a cell or simply leave the player's apartment in order to start the main plot

Escape the room games. Play free escape games online. Puzzle games, point and click games and more escape games!


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神秘房间  逃出酒店洗手间  密室逃脱21  The Toilet