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Need for Speed: Hot Pursuit Remastered Review Thread

Game Information

Game Title: Need for Speed: Hot Pursuit Remastered
Platforms:
  • Nintendo Switch (Nov 13, 2020)
  • PlayStation 4 (Nov 6, 2020)
  • PC (Nov 6, 2020)
  • Xbox One (Nov 6, 2020)
Trailer:
Developer: Stellar Entertainment Limited
Publisher: Electronic Arts
Review Aggregator:
OpenCritic - 75 average - 67% recommended - 19 reviews

Critic Reviews

Attack of the Fanboy - Kenny Keelan - 3.5 / 5 stars
This game is an active exercise in the "don't fix what isn't broken" mentality, banking on nostalgia, and succeeding greatly at that. It doesn't really bring much that's new to the table but it's a recommended buy for anyone who wants a simple racer or is a fan of Hot Pursuit at the price it's going for.
COGconnected - Clayton Cyre - 80 / 100
Need for Speed: Hot Pursuit Remastered is a true recreation of the original game from Criterion Games and EA on last-gen consoles for current-gen hardware. The great visual improvements appropriately age the title, while extremely little is done to change the original gameplay experience. This makes Need for Speed: Hot Pursuit Remastered a must-buy not only for fans of the original Need for Speed: Hot Pursuit but also for any Need for Speed fans who are itching for the classic experience.
Critical Hit - Brad Lang - 7.5 / 10
Need for Speed: Hot Pursuit Remastered is still a great game a decade later, but it's even better now with the addition of modern multiplayer sensibilities, improved visuals, and an expansive single-player campaign.
DualShockers - Ricky Frech - 8 / 10
Need for Speed: Hot Pursuit Remastered takes the franchise back to its roots while showing once again that Criterion Games is the master of arcade racing.
GameSpew - Richard Seagrave - 8 / 10
If you fondly remember Need for Speed: Hot Pursuit from back in the day and fancy another crack at it, this remaster won’t disappoint one bit.
Gameblog - Vincent Elmer-Haerrig - French - 7 / 10
Need for Speed Hot Pursuit Remastered is as good as the original was - with all its post-launch content. But it feels more like a lazy port than a proper remaster of this racing game that you can, of course, still enjoy on Nintendo Switch.
GamingBolt - John Cantees - 8 / 10
Hot Pursuit Remastered misses a few chances to really bring itself into the current era of racers, but it still has no trouble reminding you why it is one of the best racers of its time.
GamingTrend - David Flynn - 50 / 100
Need for Speed: Hot Pursuit may have had its heyday, but this particular entry feels well past its prime with bland visuals, uninteresting courses, and terrible controls.
Hardcore Gamer - Jason Bohn - 4.5 / 5
While there are minor complaints about Need for Speed: Hot Pursuit Remastered, they are just that: minor.
Heavy - Elton Jones - 7.5 / 10
As a remaster, this one falls a bit below today’s standards in two key areas. The graphics don’t look that much better than they did back in 2010. And the unchanged open-world free roam option is still a total waste of time. Hot Pursuit Remastered has a ton of fun things to do and feels great when it’s time to hit the road. It’s just a bit of a letdown when it comes to its graphical enhancements and the fact that its longstanding issues remain intact.
IGN - David Jagneaux - 8 / 10
This isn't the most exciting remaster, but Need for Speed: Hot Pursuit is still one of the best modern arcade racers around – and now it looks better than ever.
Operation Sports - Robert Kollars - Unscored
As I mentioned previously, NFS isn't incredibly deep and has no real storyline other than progression and automobile unlocks/rewards. However, if quick feverish races and takedowns are your thing (still), then adding NFS: HP is a must.
PlayStation Universe - John-Paul Jones - 8 / 10
An eye-opening restoration of arguably the purest title in the series, Need for Speed: Hot Pursuit Remastered brings distilled white-knuckle thrills and furious racing back in fashion once more. It's time to party like it's 2010.
Press Start - Ewan Roxburgh - 6.5 / 10
Amid its chaotic titular mode, Need for Speed: Hot Pursuit Remastered is as nail-biting as it was a decade ago. With a new lick of paint and the full suite of DLC included, it is a definitive version of a game that - at its best - sits between a combat and arcade racer, pitting Racer against Cop. Aside from these highlight moments, its a touch barebones and doesn't stack up against what else is available today.
Push Square - Stephen Tailby - 8 / 10
Need for Speed: Hot Pursuit Remastered brings back a fantastic arcade racing game, and is still brilliant fun 10 years down the line. Autolog feels right at home in 2020, and the over-the-top cops vs. racers gameplay is a blast. While the remaster itself is a little underwhelming, and some of the original title's issues remain, this is nonetheless a great game for petrol heads and adrenaline junkies everywhere.
Saving Content - Ed Acosta - 4 / 5 stars
Criterion and Stellar Entertainment did an impressive job with this one; I’m still having a hell of a good time drifting turns and chasing perps. It’s a testament to how well made the original game was that it can be re-released 10 years later with some small graphical tweaks and still knock my socks off.
Spaziogames - Domenico Musicò - Italian - 6 / 10
Need for Speed: Hot Pursuit Remastered is a technical mess and one of the worst ports we've seen in years.
The Games Machine - Daniele Dolce - Italian - 8 / 10
Overall, the work carried out by Stellar Entertainment and Criterion is good but with several flaws. While many parts of the game got a visual upgrade, some of them remained incomprehensibly unchanged. Nonetheless, Need For Speed: Hot Pursuit Remastered is still an excellent arcade racing video game, even after ten years from the launch of the original game.
Worth Playing - Cody Medellin - 8 / 10
For most racing fans, Need for Speed: Hot Pursuit Remastered is a game that's still worth playing. The dual campaign between playing as cops and racers remains intriguing and exciting, since they both play so differently. While the presentation is a touch better than the original, it is the cross-platform play that is the big selling point of the remastered edition. If you're new to this title, it is an excellent racer. If you already own the original game on the PC, the unchanged campaign means that you'd only want this iteration if you're interested in the larger pool of multiplayer companions.
submitted by beary_good to Games

Big Sales at Build Mart - A Comprehensive analysis of statistics and strategy MCC7-MCC11

Following the MCC11 Blue Black Cats' incredible Build Mart run I wanted to take a more thorough look into what exactly makes a successful BSABM team. The MCC website claims that the most important factors in a BSABM victory are communication and resource management, but these are very vague instructions for a player that wants to improve themselves or their team's performance.
In this post I will be exploring the statistics behind MCC's BSABM- everything from block frequencies to time management to build order, in order to make the keys to success a little more tangible.
This is going to be a really long post so here's the contents so you can scroll past the stuff that doesn't interest you:
  • Block occurrence and frequency data
  • Player statistics
  • Build order & unmultiplied score comparisons
  • Exploits and Bugs
  • Common time saving techniques
  • Winner analysis and my "Ultimate Build Mart Strategy"

BLOCK OCCURANCE AND FREQUENCY DATA

It's common knowledge that some blocks are used in builds more often than others - the different wood varieties for example. Many teams will grab extra of blocks they think may be used multiple times to save themselves another run into Build Mart down the line.
However this became much harder to predict following the Orange Ocelot's performance in MCC7, as to prevent this from happening again and to preserve the spirit of the game unique new builds are now added with every tournament, as well as variance to existing builds. "Parkour", "Umbrella" and "Blocksketball" for example use the same pattern between tournaments, but with different variations of wood, stone and coloured blocks.
There are however a number of very noticeable trends that remain between each tournament, which I've listed below. Blocks with a * following the name have occurred in at least 1 build every tournament from MCC8 onwards. The number denotes the minimum number of times this block has occurred in any given tournament.
(This list was calculated using data from MCC7 onward to prevent artificial inflation of block statistics. I've also calculated this with only MCC8, MCC10 & MCC11 and the results were very consistent, but if anybody wants that data instead send me a message).
GENERAL BLOCK OCCURANCE (in descending order)
  1. Stone/Cobblestone*4 - 32.7% of builds, average 12.1 blocks/build (σ = 9.08),average 60.5 blocks/tournament (σ = 33.71).*Stone**3 - 24.9% of builds, average 8.5 blocks/build, σ = 8.16.*Cobblestone**2 - 11.5% of builds, average 16.4 blocks/build, σ = 4.08.
  2. Iron Block*4 - 31.1% of builds, average 1.9 blocks/build (σ = 2.17),average 9.3 blocks/tournament (σ = 5.56).
  3. Spruce log*3 - 24.9% of builds, average 6.2 blocks/build (σ = 4.19),average 26.5 blocks/tournament (σ = 15.25)
  4. Oak log*3 - 21.3% of builds, average 4.4 blocks/build (σ = 3.84),average 16.3 blocks/tournament (σ = 6.18).
  5. Birch log - 14.6% of builds, average 2.1 blocks/build (σ = 0.60),average 6.0 blocks/tournament, (σ = 1.0)
  6. Quartz block*1 - 13.1% of builds, average 11 blocks/build (σ = 7.52),average 24.8 blocks/tournament (σ = 18.14).
  7. Lime concrete *1 - 11.5% of builds, average 6.3 blocks/build (σ = 5.71),average 11.0 blocks/tournament (σ = 9.56).
Flowers occurred in 18.3% of all builds, and at least once per tournament. I've lumped all flowers under the same category here because frankly pretty much every team grabs all the flowers at once anyway because they take no time to mine.
It's also worth nothing that Sand is used very rarely, and Red sand has never been used in a build- so they're probably not worth the time to collect whilst a player is in the gardening section.
COLOURED BLOCK OCCURANCE (in descending order)
  1. Lime concrete*1 - 11.5% of builds, average 6.3 blocks/build (σ = 5.71),average 11.0 blocks/tournament (σ = 9.56).
  2. Red concrete - 9.8% of builds, average 9.7 blocks/build (σ = 3.16),average 29.0 blocks/tournament (σ = 12.73).
  3. Orange concrete*1 - 9.8% of builds, average 1.8 blocks/build (σ = 1.21),average 2.5 blocks/tournament, (σ = 1.91).
  4. Black concrete - 8.1% of builds, average 2.8 blocks/build, (σ = 0.45),average 4.7 blocks/tournament (σ = 1.53).
  5. Blue concrete - 8.1% of builds, average 6.0 blocks/build (σ = 7.87),average 10.0 blocks/tournament (σ = 9.17).
  6. Yellow concrete*1 - 8.1% of builds, average 10.8 blocks/build (σ = 6.91),average 9.7 blocks/tournament, (σ = 6.81).
  7. White concrete - 6.6% of builds, average 6.5 blocks/build (σ = 5.45),average 9.3 blocks/tournament (σ = 6.51).
  8. White glass*1 - 6.6% of builds, average 5.3 blocks/build (σ = 1.50),average 5.3 blocks/tournament (σ = 1.50).
  9. Black terracotta - 6.6% of builds, average 1.8 blocks/build (σ = 0.50),average 2.3 blocks/tournament (σ = 0.58).
  10. Yellow terracotta - 6.6% of builds, average 4.3 blocks/build (σ = 5.25),average 8.5 blocks/tournament, (σ = 6.36).
Of all available blocks, glass of any colour was least likely to be used in builds. The following coloured blocks were used just once in the history of MCC: Purple concrete; Purple and Blue terracotta; Yellow and Red Glass. And the following have never been used: Pink concrete; White terracotta; Black, Pink, Blue, L.Blue and Lime glass. Also Red sand- it's the only block not from the colours department that hasn't occurred even once.
As a general rule of thumb, if a coloured block is used this infrequently it's typically in very small quantities. The greatest quantity an item used once has needed was 3 blocks. I think it's a bad idea in general for players to grab glass in batches of more than 6 (for panes).
ORE OCCURANCE (descending order)
  1. Iron Block*4 - 31.1% of builds, average 1.9 blocks/build (σ = 2.17),average 9.3 blocks/tournament (σ = 5.56).
  2. Quartz block*1 - 13.1% of builds, average 11.0 blocks/build (σ = 7.52),24.8 blocks/tournament (σ = 18.14).
  3. Diamond block*1 - 9.8% of builds, average 2.2 blocks/build (σ = 1.47),average 3.3 blocks/tournament (σ = 3.30).
  4. Coal block - 9.8% of builds, average 3.3 blocks/build (σ = 4.80),average 6.7 blocks/tournament (σ = 8.95).
  5. Emerald block - 4.9% of builds, average 1.0 blocks/build (σ = 0.00),average 1.5 blocks/tournament (σ = 0.71).
  6. Gold block - 4.9% of builds, average 8.3 blocks/build (σ = 7.51),average 12.5 blocks/tournament (σ = 4.95).
  7. Redstone block - 3.3% of builds, average 1.0 blocks/build (σ = 0.00),average 1 block/tournament (σ = 0.00).
You'll notice the strike through "Coal block"- this is because coal was used almost exclusively as a crafting ingredient for torches/lanterns and campfires, which can all be made using charcoal. It is about 5 times faster (10s vs 50s average) to make charcoal in a furnace than to leave the building area to retrieve a coal block. Coal blocks themselves are one of the most uncommon building items in the game.
STONE OCCURANCE (descending order)
  1. Stone/Cobblestone*4 - 32.7% of builds, average 12.1 blocks/build (σ = 9.08),average 60.5 blocks/tournament (σ = 33.71).
  2. Andesite - 9.8% of builds, average 10.8 blocks/build (σ = 6.46),average 21.7 blocks/tournament (σ = 16.50).
  3. Diorite - 8.1% of builds, average 11.2 blocks/build (σ = 7.16),average 24.0 blocks/tournament (σ = 22.63).
  4. Prismarine - 4.9% of builds, average 11.7 blocks/build (σ = 5.13),average 11.7 blocks/tournament (σ = 5.12).
  5. Granite - 3.3% of builds, average 4.0 blocks/build (σ = 0.0),average 4.0 blocks/tournament (σ = 0.00).
  6. Purpur - 1.6% of builds, 10 blocks/build.
  7. Endstone bricks - 1.6% of builds, 6 blocks/build.
The latter 3 blocks are, of present, unique to the builds "Bad Granite" and "End Flower" respectively.
WOOD OCCURANCE (descending order)
  1. Spruce log*3 - 24.9% of builds, average 6.2 blocks/build (σ = 4.19),average 26.5 blocks/tournament (σ = 15.35).
  2. Oak log*3 - 21.3% of builds, average 4.4 blocks/build (σ = 3.84),average 16.3 blocks/tournament (σ = 6.18).
  3. Birch log - 14.6% of builds, average 2.1 blocks/build (σ = 0.60),average 6.0 blocks/tournament (σ = 1.00).
  4. Acacia log*1 - 9.8% of builds, average 4.2 blocks/build (σ = 5.34),average 6.3 blocks/tournament (σ = 7.27).
  5. Jungle log*1 - 9.8% of builds, average 3.2 blocks/build (σ = 2.32),average 4.8 blocks/tournament (σ = 2.50).
The tactic of shopping for all logs at once at the beginning of the game has real merit. With top teams usually reaching about 12 complete builds in a game, it's highly likely these will all occur at least once.
Birch logs are a special case. Their frequency of use is especially consistent at ~2 uses in any given build. The most common use is as fences in 'variation' builds like "Parkour" and "Umbrella", though the logs themselves have been used to make small trees (which in all instances also used Lime concrete), so this may be the result of limited vertical space in builds and a reluctance on the build teams part to use it in a more 'starring role'. Whoever's making the builds, they really like Spruce and really don't like Birch.


PLAYER STATISTICS

The most important factors in actually completing builds are time management and build speed. A team that spends 75% of their collective time shopping aren't going to have the time to score points unless they're all incredibly fast builders.
I've divided time use into 5 major categories: Shopping, Building, Corrections, Support and Other. I feel these encompass every distinct activity a player may complete over the course of a game. For an action to count as a change in activity the player needs to completely stop their previous activity. For example if a player stops building to look up a crafting recipe for another player that time would count as 'Support', but if they continued and recited the recipe (i.e. they had it memorised) it would still count as 'Building'.

SHOPPING is the total time spent collecting blocks outside of the build area and is calculated from the moment a player exits their portal to the moment they re-enter. This does not include time lost due to falling off the edge, which is instead included under 'Other'.
BUILDING is the total time spent by a player that directly contributes to the build. This may include examining the model, searching the build area for blocks, crafting, smelting, as well as the actual placing of the blocks themselves. This includes time spent on a player's 'primary' build as well as spent on builds other players may have 'claimed'.
SUPPORT accounts for any time spent assisting another player or the team in general that does not overlap with building. This may be something as simple as depositing or organising blocks from their inventory into team chests or giving blocks to other players. It also includes looking up crafting recipes, checking block locations on the store map for players out shopping, and anything else that to my best judgement benefits the team in some way without directly contributing to a build.
Corrections is self evident- any time a player spends correcting building mistakes. This does not include the removal of scaffolding blocks.
Other is a very broad category, but in general includes all activities that do not contribute to the team in any capacity. Activities categorised under 'Other' are by no means bad, a waste of time, or even the fault of the player. This category includes everything from technical difficulties, to waiting on other players to return with blocks, to time spent hanging out and having fun because these are streams for entertainment and it's nice to just be silly sometimes.

TIME MANAGEMENT GRAPHS
Below are the time distribution graphs (individuals by team and teams by tournament) for every player since MCC8. I've also included the top 2 teams for MCC7 purely for comparison with MCC7's Orange Ocelots. Other MCC7 teams were not included as following that tournament the number of build plots were reduced from 4 to 3, completely changing most teams' approach to time management. All lists are in descending order of team score.
MCC7 Individual time distribution graphs
MCC8 Individual time distribution graphs
MCC10 Individual time distribution graphs
MCC11 Individual time distribution graphs
MCC7-11 Team time distribution graphs
With the exception of MCC7, the top teams' time distribution is more or less the same every time, which is a consistency the graphs of most other teams lack. Here's there average time distribution for the top 3 teams across MCC8, 10 and 11:52% Shopping, 33% building, 4**%** Support, 3% Corrections, 8% Other.
Given the consistency of this 52:33:4:3:8 ratio across the top teams it's probably a good standard to aim for. Generally lower scoring teams spent more time on 'other' or excessive time 'shopping'- watching the VODs it was common for a player to lose a full minute to waiting for the Runner to return.

INDIVIDUAL BUILD SPEED
There are teams that dedicated plenty of time to 'Building' and little to 'Other' that still scored poorly, and teams that spent lots of time on 'Other' with less on 'Building' than others with a similar score. This, I believe, is where the skill of top players supported the team as a whole. To measure who would count as a "Top Build Mart Player" I used the following calculation:
(0.25+(Completed+0.25*Contributed)) / ((Building+Corrections)/60)
"Completed" includes all builds to which the player was the primary contributor (i.e. placed more than half of the blocks). For cases where two players split a build equally I counted the player who started the build as the primary.
"Contributed" includes all completed builds for which the player placed a non-trivial number of blocks. Essentially this excludes builds for which a player placed a single block, or moved a single flower so I don't accidentally inflate everybody's build stats.
The extra 0.25 accounts for player contributions to unfinished builds. In almost every team I watched most or all players (including the Runner) jumped onto builds to partially complete them before time ran out. It's also the reason the Runner is marked with a * in the following table, as this calculation can sometimes make their build stats really unreliable if they spent ~25 seconds or less contributing to a single build and nothing else.
Builds per minute statistics MCC7-11
Using this chart I ran the numbers to figure who who were the top Build Mart players were. For the sake of consistency this list is composed of players who had scored higher than 0.7 builds/min or more on multiple occasions.
The current strongest players are (in order):
  1. PeteZahHutt (That guy really is good at everything)
  2. KingBurren
  3. fWhip
  4. Dream
  5. SMajor
  6. Technoblade
  7. FalseSymmetry
  8. TommyInnit
  9. Krinios
  10. WilburSoot
  11. Krtzyy
I will be updating this list following future tournaments if enough people are interested. Expect placements to change.
There's a couple of surprises on there - KingBurren isn't typically associated with top leader board rankings, yet he has consistently placed in the top Build Mart teams and scores high build/min stats. The only time he scored low was as the Runner for MCC11's Green Goblins- he's really not the best shopper.
I didn't expect fWhip to place so high before I started this whole analysis. As many of you know he has full colour-blindness and I expected going in that this would likely significantly hamper his performance. Nope. He just has block labels on and spends less time examining a build than most players with full colour vision, in fact he holds the record for most builds in a single game and I absolutely expect that he'll be on top of this list as future games give me more data.
Many of the players on this list already rank highly in other games, so it's not a surprise to find that they're better at building in general.
A couple of honourable mentions:
I've only seen Tubbo play one game as a Builder, but he scored a 0.99 for speed in MCC10 and played consistently for the full game. I expect to see him on that list following another strong performance.The same can be said of Quig.KaraCorvus is a very consistent player but keeps missing the 0.7 builds/min cut off point. She's definitely one of the better players statistically but couldn't quite make the list.
Top Runners:
Quig and Shubble are some of the best Runners. Or that's what I gathered from watching their perspectives in any case. If I was going to have to do this statistically I'd have to go through everybody's VOD's again and it would take a stupid amount of time.InTheLittleWood was another strong runner, as was TapL and MiniMuka.
These players generally made many shorter runs, and were very careful about the quantities of blocks they picked up on each shops. They often delivered blocks to their teammates just as they needed them, or in some cases before. These players picked up extra of blocks where appropriate (i.e. wood, stone) but never spent too much time outside the build area at once, saving their teammates from having to make another run themselves.


BUILD ORDER AND SCORE COMPARISONS

The order in which builds are completed is one of the most important factors in a teams score alongside total finished builds. The maximum (unmultiplied) score for a build is 30 coins per player or 120 per team, minus 2 per player or 8 per team for every place behind 1st.
For the top few places an 8 coins difference seems a very insignificant amount when the scores are measured in thousands, but this adds up very quickly not only in points but in time lost, as teams which finish a build first will, of course, know what the next build in rotation will be before any other team and have more time to act on it.
Build order and score comparisons MCC7-11
The MCC7 Orange Ocelots not only completed the same number of builds as the MCC11 Blue Black Cats, but also had a number of near-complete builds. However before multipliers they had a score ~300 short. In MCC7 there were less than 150 coins between 1st and 2nd place despite their supposedly 'broken' strategy, and the 1st place team in 2 of the 3 subsequent tournaments have surpassed their score.
This was not the fault of poor build speed or skill, as the MCC7 Orange Ocelots had a number of top players (see above), but because for most of the game they were receiving 6th to 10th place. For their first 7 builds they received just 472 coins of their total 1,412. If anything it's more likely that they took 1st because they had strong builders on their team than because they had a strong strategy.
I drew up a chart of the start and finish times for each build completed by the MCC7 Orange Ocelots, MCC9 Aqua Axolotls, MCC10 Orange Ocelots and MCC11 Blue Black Cats for a more detailed comparison between the top scoring teams
Build completion by time MCC7-MCC11
It seems that getting builds in early with is significantly more important than getting lots of builds in later.


EXPLOITS AND BUGS

SHOPPING CART BUG
This isn't anything major, but I've seen it affect more than a few players so I'll leave it here as an interesting titbit.
Whilst holding the Trolley/Shopping Cart in their main hand players cannot break blocks- the item will not drop and the block will pop back into place like there is build protection on it. This isn't usually an issue as players mine most blocks using the proper tools, but as there is no proper tool for flower pots (and because the trolley is typically the most recently used item) players sometimes attempt to mine or pick up flowers with it in their main hand.
There have been a couple of players that didn't realise they'd not picked up their flowers until returning to the build area, so it's something to be aware of.
EDIT: This bug will apparently be fixed by MCC12.


COMMON TIME SAVING TECHNIQUES

Smelting stone in advance. One of the biggest time losses in building is smelting. Smelting takes 10 seconds per block, and builds that require smelting as a step (aka anything with smooth stone slabs) usually calls for at least 3. Even when splitting stone between furnaces this can easily double the time that normally would have been spent actively building a single monument.
Most teams mine large quantities of stone in their first shop- usually because they know for a fact that it'll occur in a number of future builds. It's a good tactic to throw a few blocks in a furnace well in advance, or at least as the first action of a build containing it, as smooth stone slabs have occurred in every tournament since MCC7.
Charcoal. I mentioned this in an earlier section, but charcoal is interchangeable with coal and takes a fraction of the time to obtain (unless the team already has coal laying around). It's much more efficient to cook a wood log (which every team tends to have an excess of) than to leave the build area just for coal.
Gardening en masse. Flowers are unique in that they can be mined instantly, and given that some variety of flower occurs in 18.3% of all builds it's a good idea to grab them all at once. That said, no flower has ever been used more than 4 times in any build or tournament, so players may save some time by grabbing only a few of each.
Knowing when to shop/ Shopping times. The shortest shops I've seen any player complete took about 38-46 seconds. These are usually single destination runs for a handful of blocks in any given department by players with very good control over their trolley. The most common shop time is about 85-115 seconds for players grabbing larger quantities of blocks or multiple different types of blocks in a single department.
If there's only 2 minutes left on the clock it's probably a poor decision to run out for anything more than a handful of blocks. Plenty of players ended the game outside of the build area, or arrived with so little time to spare that they could barely hand off the items to their teammates before the timer ended.
If a player is waiting on the Runner or another teammate to return with blocks it's probably a more productive use of time to organise the chests or better still, leave the build area and complete a quick shop themselves. After all the team will almost certainly need more of something soon, be it logs or flowers or an iron block or two.

Winner Analysis

The most successful Build Mart teams generally have good time management, and know not just how much time is appropriate to dedicate to a task, but when to do so as to maximise point gain and minimise time waste.
The factors essential for success, and what the highest scoring teams did differently than everybody else can be divided into 3 general catagories: shop time management, Runner choice and build time.

SHOPPINGIt's common logic for players to recognise that the biggest time expenditure in Build Mart is shopping. To reduce the number of shops their team has to spend time on it's a widespread tactic for players to spend minutes at a time out on a single large shop because it's much quicker to mine many blocks at once than to make the trip multiple times for the same amount of items. These players may be the Runner, or a Builder already out on a shop asked by a teammate to grab a specific block while they were in the area. This is bad time management.
These tactics rarely actually reduce the amount of shops their teammates need to complete- either because they didn't retrieve a specific block fast enough or because there just wasn't enough of it. In reality this increases time spent waiting for blocks and reduces the team's average build completion place.
The same can be said for using the first shop of the round, where all players leave the base at once, to organise getting as many blocks of as many types as possible- mimicking the MCC7 Orange Ocelots intentionally or not, but spending much more time on it to less success.
The most extreme example of this was the MCC8 Yellow Yaks. The team split to gather as many of each block as they could possibly need, which took about half the team's total building time and locked team members that had returned early out of completing most builds until the designated teammate returned. Because of this despite having very fast/competent builders on their team (Pearl and False scored a higher BpM that game than both Smallish and fWhip, two members of the highest-scoring team and top BM players) they came last for almost every build completed and scored just 728 coins.
The MCC8 Aqua Axolotls and the MCC11 Blue Black Cats instead prioritised many short shops, with most players hitting as few departments as possible and returning quickly. Players opportunistically gathered extra of often used resources whilst in the area- i.e. gathering extra wood whilst in the Lumber department, gathering all the flowers on the first use instead of strait away, gathering extra stone/cobblestone while in Stone.
Builders split the load of the Runner as often as possible, allowing them to run back to base sooner and dividing the workload between them, when otherwise they would have been stuck waiting for them to return.
The top teams typically went out on ~16 shops per game, prioritising quick or single-department runs over longer or multi-department runs. The Builders for these teams typically shopped once or less per build, with the Runner making up the remainder of shops.

THE RUNNERIt's a common mistake for teams to leave the role of the Runner to the most inexperienced or historically lowest-performing player, as you would with the Centre player in SoT. However the two roles couldn't be more different.
The Runner should be someone who feels confident enough with the game not to need instruction. A Runner ideally shouldn't be sitting in the build area for a minute at a time because the team doesn't need any blocks right at that moment or because they don't know what to do next. They should be one of the strongest communicators on the team
The ideal player for this role is familiar with the build layout, cart controls, and to some extent block occurrence rates- they should always be looking for something extra to grab, and if all their teammates have all their blocks at that moment it's their opportunity to help the team get ahead of the game by grabbing extra blocks- maybe some colours or more stone.
Newer players should be given a building role as the concept is easy to grasp and they will always have direction and support. If an inexperienced Builder is having trouble with their build there's almost always another player nearby who can assist them and pick up the slack. If they don't know where specific blocks are there's two huge maps in the build area, and they have a little time to spend figuring it all out.
If the Runner and they need help other players can assist to some extent, but this is usually in the form of pre-MCC8 strategy's (i.e. getting the blocks themselves) or by stopping what they're doing to give them directions from the store map Nobody can truly pick up the slack of the Runner except the Runner themselves, and a good runner is the difference between a good team and an incredible team.


TL;DR: The ultimate "Big Sales at Build Mart" strategy.
EARLY GAME (The first shop)The early game should have Builders prioritising getting an early lead, collecting close to the minimum amount of blocks to complete their first build as quickly as possible. The exception to this would be high occurrence, low frequency items already in the section the player is visiting. If something is likely to be used little and often then it's always a good idea to grab it.
The team Runner should be prioritising blocks from more complex builds requiring items from multiple different departments. For example in MCC11 the most complex first build (in terms of shopping/gathering) was "Campfire Song", which was made 80% of one type of wood and 20% of multiple glass colours. The best runners grabbed the glass and returned to the building area just in time for it to be needed.
MID GAMEThe goal of the midgame is to eliminate the need to go out on a shop for at least one build by the end game. The ability to achieve this is what separates a strong team from a dominant team.The highest scoring teams (before multipliers) in the current BSABM version have been MCC8's Aqua Axolotls with 1,518 coins and MCC11's Blue Black Cats with 1,724 coins. They are currently the only teams to have a builds : shops ratio of greater than 1.00 (1.18 and 1.30 respectively) as they were able to skip a shop at least once for every Builder.
Builders should aim to to run out for a single 80-120 second shop per completed build. Top players (anybody on the list in "Player Statistics") completed 3.88 builds per game on average, with the top team of any given game averaging 4.00 builds (excluding the Runner). The highest I've recorded was fWhip with 6 in MCC8.
At this point it's probably a great idea for a Builder to grab some extra of whatever they're mining and opportunistically collect extra materials whilst out on shops, but only if they're in the area anyway. Diversions to grab blocks from other sections/departments eats up more time than anything else in the game, other than idleness.
Runners should be making as many short shops as possible, grabbing only a few components of a build at once and ideally from just one department. They should focus on a single Builder at a time to get them their items asap. The Builder should never rely 100% on the Runner to grab everything for them, this leads to time spent waiting instead of getting coins.
END GAME (The final 2 minutes)In the final two minutes everybody should be looking to build more than shop. There is never any point to grabbing blocks in excess of the team's immediate needs when there is (at absolute best) only a 20% chance they will be needed again before time's up.
Quick shoppers looking to grab just one type of block can usually make it back in under a minute- the quickest shops I've recorded have been 36s for wood, and 46s for some blue concrete by Pete and Techno respectively. With only 120s left anything too much longer than that would leave no time to build anything at all.
In general Builders shouldn't be leaving the building area at all during this time if they can help it. Hopefully they've collected enough excess blocks to complete at least one or two builds, or near-complete them. At this point in time the record for most builds in a game belongs to the MCC11 Blue Black Cats with 14, 2 of which were started and completed fully in the last 120s.



I hope this has been as fun to read as it was to put together. I really enjoyed analysing this gamemode and I'd be really interested to hear people's thoughts on my 'ultimate' strategy. It's pretty much a streamlined version of the Aqua Axolotl's and Blue Black Cats' from MCC's 8 and 11, but broken down into why it works.
submitted by BloatedBaryonyx to MinecraftChampionship

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