题目内容
11.Real-life Room Escape GamesReal-life room escape games are a type of physical adventure game in which people are locked in a room with other participants and have to use the things in the room to settle a series of puzzles,find clues (线索),and escape the room within a set time limit.
The games are based off Escape the Room video games,such as Crimson Room and QP-Shot,created by TAKAGISM Inc.by Toshimitsu Takagi in 2005,in which the player is locked inside a room and must explore his or her surroundings in order to escape.(36)G Other inspirations include adventure board games and movies.Real-life room escape games are becoming popular in the United States,Japan,and China.(37)A For example,some games require you escape prison cells while others require you escape space stations.
(38)F Soon,they were exported to North America,Asia and Australia.Examples include the two pioneer companies Hint Hunt and Adventure Rooms.
The games were so successful that new locations began opening up across China,in cities big and small,according to Want China Times.In the southern city of Shenzhen,for example,the first escape game location opened last August.(39)B"These real-life escape games can help those who stay at home on their computers and iPads all day to experience real social circles,"Tian
Xiaochuan,who owns two room escape game stores in Jinan,told Want China Times.
Earlier this year,The South China Morning Post said the real-life escape games are a hit among"highly stressed students and overworked young professionals."(40)D Some players get so involved that they tear down equipment or decorations inside their"prisons",as Zhu Yumeng,chief operating officer of Beijing room escape game store Taoquan told China Daily.
A.Each game adds local themes to settings.
B.And seven new game locations quickly followed.
C.They should also be brave enough to face their fears.
D.Sometimes the excitement becomes a bit much,though.
E.Weekend or day event escape games have been held in some stores.
F.Permanent real life escape games in a fixed location were first opened in Europe.
G.Players must be observant and use their critical thinking skills to escape the room.
分析 本文主要讲述了现实中的逃生游戏,这些游戏是可以使沉溺于电脑游戏的人真正地融入社会.这款游戏最初是在欧洲开发的,然后在美洲,亚洲,和大洋洲迅速流行起来.本文以此展开谈论,讲述了与此游戏有关的故事.
解答 36.答案:G.句意:球员必须善于观察和使用他们的批判性思维技能来逃离了房间.根据上文介绍了游戏的规则,参与者被锁在房间里,根据周围的环境找出逃离的方法.故此处应填G.故选G.
37.答案:A.句意:每个游戏增加了本地主题设置.根据下文"For example,some games require you escape prison cells while others require you escape space stations"可知,此处应填A选项.故选A.
38.答案:F.句意:现实生活中在一个固定位置逃脱的游戏在欧洲首次开发.根据下文"Soon,they were exported to North America,Asia and Australia"很快传播到美洲,亚洲,大洋洲,可知,此处应填F选项.故选F.
39.答案:B.句意:七个新的游戏地点很快出现.根据上文"for example,the first escape game location opened last August"可知,此处应填B选项.故选B.
40.答案:D.句意:不过,有时刺激会变得有点多.根据下文"Some players get so involved that they tear down equipment or decorations inside their"prisons""一些球员太过投入,他们拆除设备在自己的"监狱"里,可知,此处应填D选项.故选D.
点评 本文主要讲述了现实生活中的逃生游戏,题型为七选五,做题时应结合文章上下文内容,仔细阅读原文,并根据所给选项的含义进行分析,采用排除法排除无关选项,从而得出正确答案.切记胡乱猜测,一定要做到有理有据.