The Perlmatic Automated Game Picker provides the ultimate gaming experience and for once there are no options to worry about.
This newly improved edition will pick a game for you to play based on your mood. So until PAGP 3.0 comes out, Have FUN!
Please feel free to substitute your own games, use this wisely, and you will never have to make a decision again, well, almost.use warnings; use strict; { my @HappyGamesAndThings = ("nfs", "nfsII", "With the PerlMonks", "Morr +owind", "TES Constructor Set"); my @SadGamesAndThings = qw(RedFactionII CCG RavenShield AGG); print "How has your day been? (Answer 'good or 'bad').\n"; my $mood = <STDIN>; chomp $mood; if ("bad" eq lc ($mood)) { my $randgame = $SadGamesAndThings [rand (@SadGamesAndThings)]; print "You should play:"; print $randgame; } if ("good" eq lc ($mood)) { my $randgame = $HappyGamesAndThings [rand (@HappyGamesAndThings)]; print "You should play: "; print $randgame; } if (lc ($mood) ne "bad" and lc ($mood) ne "good") { print "Error, please re-type answer. \n"; redo } } exit;
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Re: Decisiveness for Gamers
by bobf (Monsignor) on Jul 14, 2006 at 15:28 UTC | |
by Panda (Scribe) on Jul 14, 2006 at 20:38 UTC | |
by GrandFather (Saint) on Jul 14, 2006 at 23:28 UTC | |
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Re: Decisiveness for Gamers
by GrandFather (Saint) on Jul 14, 2006 at 04:35 UTC | |
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Re: Decisiveness for Gamers
by Tanktalus (Canon) on Jul 17, 2006 at 15:58 UTC | |
by Panda (Scribe) on Jul 18, 2006 at 06:23 UTC | |
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