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Looking for a spooky game to celebrate Halloween? We’ve got you covered.
BOO!
The spookiest time of the year has finally come. Leaves are falling, costumes are made, and pumpkins dot every porch. It’s a special time of year filled with fright, pranks, and costumed shenanigans.
For video game fans, there’s no better way to celebrate Halloween than to grab a massive bowl of candy, turn out the lights, and throw on a spooky game. Here are some of our best games for Halloween.
Left 4 Dead series
Valve and Turtle Rock Studios’ acclaimed team shooter series is one of the best multiplayer experiences out there, especially on Halloween. Mowing down thousands of undead monsters with friends never gets old. The game’s Director mechanic switches up the item, special infected, and mob placements every time you play through a campaign, ensuring a fresh experience every time. If you prefer enraging your friends instead of helping them, throw on versus mode and play as the special infected. Ensnaring a friend with the Smoker’s disgusting tongue or ramming them off a building with a Charger is consistently hilarious.
The game is cheap on Steam and frequently goes on sale to become even cheaper. It also has a huge modding scene on the Steam Workshop, including hundreds of custom campaigns from games like Resident Evil and Silent Hill, in addition to thousands of character models. The mods range from horrifying to silly, but experimenting with them adds hundreds of hours of playtime to an already fantastic game.
Based on the hit slasher series, Friday the 13th: The Game is an asymmetrical multiplayer horror title that pits Jason against a team of seven camp counselors. As Jason, one player has special abilities: superhuman strength, inhuman durability, and the limited ability to sense counselors throughout the map. Jason must kill as many counselors as possible before the time runs out.
The rest of the players, as camp counselors, must figure out a way to escape the map. By completing side missions like finding gasoline for a car, players can make it easier to escape Jason and the camp. It is extremely difficult to kill Jason, but he can be stunned with firecrackers and other weapons.
The game features 5 different camps, each based on locations from the films. In addition to the multiplayer mode, an offline single-player mode that allows players to kill bot counselors as Jason is also available. A number of original cast members lend their talents to the game, including Kane Hodder as Jason and Thom Matthews as Tommy Jarvis.
This terrifying title is available for Windows, PS4 and Xbox One.
Zombies Ate My Neighbors
This 16-bit cult classic is a must-play for Halloween. The game is inspired by B-movies and classic horror movies and pits the player against legions of chainsaw-wielding maniacs, aliens, werewolf tourists, pod people, demonic babies, and of course, zombies. The game is a top-down shooter that arms the players with weapons ranging from everyday objects like water guns, soda cans, and silverware (perfect against werewolves) to bazookas, crucifixes, and alien bubble guns. The player must rescue helpless neighbors scattered throughout the level, who will be killed by enemies unless saved by the player.
The game’s varied gameplay, humorous presentation, and references to horror classics make it a must-play. The game was released for Super Nintendo and Sega Genesis back in the day, and is available on the Wii’s Virtual Console.
New thieves can jack your car with only a tablet. Watch what happens.
The future is now, people. You can now steal cars by hacking into them. A (former) Tesla owner in the UK posted security footage online that shows thieves hacking into his car and driving away with it. The footage can be viewed below.
This looks like something out of Watch_Dogs. So, how exactly did these tech-savvy thieves hack into the car?
The thieves exploited something called a key fob. A key fob is a chip used in wireless car keys that send a randomly generated 40-bit code to the car, along with a command (unlock the doors, open the trunk, etc.). The car will recognize the code and then complete the command. The thief with the tablet is walking around in an attempt to catch the signal of the car owner’s key fob, while the other thief is presumably using his phone to boost the tablet’s signal. Once the key fob signal was picked up by the thief with the tablet, he could use it to give the car any command that could be used on a normal wireless car key.
For all of their technical prowess, the thieves seemed to have a lot of trouble unplugging the car from the charging cable. All you need to do is press a button on the cable.
There are a few things Tesla owners can do to protect themselves from technically proficient but cord-challenged thieves in the future.
First, disable “passive entry” mode while at home. Passive entry mode allows owners to unlock their car simply by walking towards it when their key is on the vicinity. Passive entry was enabled for the stolen car, allowing the thieves to access the fob key in the first place.
Second, enable “PIN to drive.” This feature allows users to set a code that must be entered before the car can actually be driven.
Third, place your wireless key in a faraday bag while at home. A faraday bag is a special pouch that prevents your key from transmitting signals while inside, preventing hackers from picking up on your key fob.
Be careful, Tesla owners. All of the fancy technology included in these cars can be used against them. We’ll end this article on a lighter note by telling a joke:
Microtransactions can wreck a game. Here are the worst offenders in history.
For all of the internet outrage surrounding video games and its culture, perhaps the only thing that everyone agrees to hate is microtransactions. For those out of the loop, microtransactions are small purchases involving real money that give some sort of benefit or content in-game. These purchases often appear as “loot boxes” or some form of premium currency that is either impossible or incredibly inconvenient to earn in-game. Microtransactions have crept into every conceivable game genre and triple-A franchise. Their astronomical profitability makes publishers require that developers include them in their games.
Publishers after discovering the magic words “loot box”
While there are some big games that arguably do microtransactions right, such as Fortnite and Overwatch, publishers have continued to push the limit of gamers’ tolerance towards the prominence of in-game purchases. Here are some of the worst examples of microtransactions in gaming.
The worst microtransactions in video game history
A disturbance in the Force
EA’s Star Wars Battlefront 2 is by far the most high-profile recent case of microtransactions ruining a game. Pre-release anticipation for the game was incredibly high, as the game included content from multiple eras of “Star Wars” movies and seemed to have more depth to its gameplay. This hype quickly died down after release as players quickly realized that progression in the game’s online multiplayer was tied to randomized loot boxes. Unlocking the ability to play as iconic characters like Darth Vader required either dozens of hours of tedious, loot box-based grinding or shelling out real life money.
Additionally, many of the game’s most powerful weapons and abilities were locked behind loot boxes, giving players who purchased them en masse an advantage. Understandably, players were furious, and one of EA’s responses to the controversy became the most downvoted comment in Reddit history.
Thankfully, EA eventually revamped the progression system and removed the ability to pay for game-altering content with real money. Instead, only cosmetic items can be purchased with real money, similar to Overwatch. Unfortunately for them and fans of the game, the damage was done. The reputation of the game and the number of active players were both hit hard by the controversy. Hopefully, EA has learned its lesson moving forward, as there is a great Star Wars game hidden beneath all of the greed.
In case you haven’t heard of Evolve, it’s an asymmetrical multiplayer shooter in which 4 players are hunters fighting against a player who takes control of a monster that evolves throughout the match. It was made by Turtle Rock Studios, developer of the acclaimed multiplayer zombie shooter Left 4 Dead. Sounds like an awesome concept right?
Unfortunately, this awesome game concept was brought down by scores of microtransactions. Described by Forbes as a”$60 free-to-play game”, Evolve was filled with a confusing and money-sucking array of microtransactions, DLC, special editions, and season passes. Word of mouth quickly spread about the game’s egregious use of microtransactions, and the player base plummeted. To salvage the game, publisher 2K revamped the game as free-to-play in 2016. While this brought some players back for a while, the player base remained small, and the game’s dedicated servers were shut down in September 2018.
The failure of Evolve was incredibly disappointing to many gamers, as it was a brand new IP with creative game concepts. It just goes to show that a great game can be ruined by greed.
It should be noted that most games plagued by microtransactions are multiplayer based, as players are incentivized to either gain advantages over others or get exclusive cosmetics for real money. WB Interactive made the bold choice of including microtransactions in Middle-earth: Shadow of War, a primarily single player game. Now why in the world would you want to buy microtransactions in a single player game? WB purposefully made grinding for endgame content so tedious that many players would become frustrated enough to simply throw money at the screen. Including microtransactions and loot boxes in a single player game proves that game design is being created around squeezing money out of games rather than being creative or fun. Eventually, WB removed microtransactions and loot boxes from the game. However, they did this right around the time EA was being slammed for Battlefront 2, so it’s safe to say that they did this simply to gain some positive press.
How do you feel about microtransactions? What’re the worst examples you’ve seen? What’s the most you’ve spent on a game? Let us know!
Nearly 50 years ago, the greatest technological innovation ever seen was the moon landing.
When the Apollo 11’s lunar module landed on the moon and Neil Armstrong spoke his famous words, everyone watching knew that their lives were about to change forever. For centuries, humanity gazed at the moon, sitting brightly among the stars, humbled by its foreboding size and unending glow. At last, in 1969 humanity had conquered the moon and seemingly achieved technological control over the universe. For a long time, I wondered what my generation’s “moon landing” would be. Something that challenges the limits of human potential and achieves the impossible. While scrolling through Twitter on October 12, 2018, I finally received my answer.
I sat, jaw agape. Was it possible? Had Snapchat truly done it? For years, cats being left in the dust while their human friends enjoyed the thrills and silliness of Snapchat filters had been the cause of countless suffering. Animal rights groups worldwide chanted the same question: If humans are so worthy of Snapchat filters, why aren’t cats? What unspeakable crime have cats committed that they aren’t able to enjoy a flower crown like the rest of us? Thankfully, cats and their human allies can now rest easy that their efforts weren’t in vain.
With this new technological revelation, everything changes: politics, religion, questions on what it means to be human. No conversation will be the same after humanity was able to put bread on a cat.
It’s truly inspiring what humanity can accomplish when everyone works together towards some unobtainable, world-changing goal. For years, cat selfies seemed so far away that no one dared to even try. Snapchat should be proud, because they now have truly left their mark on the world for centuries to come. Edison had the lightbulb, the Wright brothers had the plane, Bell had the phone, and now, as we witness it today Snapchat has the cat selfie.
Imagine feeling an object that’s not even in the room with you. The future is now.
Photo by École Polytechnique Fédérale de Lausanne
The lines between the real world and the virtual world become more blurred every day.
Researchers at the École Polytechnique Fédérale de Lausanne have revealed their design for an “ultralight” pair of gloves that allow users to “feel” virtual objects. A video describing the gloves can be seen below:
Basic prototypes of virtual tactile feedback technology have been developed in the past, but they were always bogged down by their massive bulky exoskeletons and power sources. The EFPL’s ultralight gloves are very light and flexible, weighing just 8 grams per finger. (That’s half as heavy as a CD.) The energy required to power the gloves is incredibly small, needing only a small few-milliWatt battery.
The lightness of the glove highlights its form, as it’s designed to feel as natural and unintrusive as possible. In order to simulate grasping and feeling a virtual object, metal bars inside the fingers of the gloves connect and stop the fingers from moving. Basically, instead of simulating movement, the gloves simulate the blocking of movement. By adjusting the tension of the fingers (which can apply up to 40 Newtons of force) the gloves can simulate the feeling of hard, solid objects like cups or soft, more malleable objects like sponges.
The possible applications of these gloves are numerous. Obviously, the first thing that comes to mind is video games, as these gloves would significantly enhance the immersion of VR games. Currently, no similar technology exists in the video gaming market. It’s not quite “Ready Player One,” but it’s a step in the right direction.
Additionally, the gloves could be used to help medical students practice complex and precise operations such as surgery.
The researchers are hoping to develop similar technology for other parts of the body after the gloves are completed. Imagine being able to “cuddle” a baby in another country or arm-wrestle with The Rock from the comfort of your couch. The possibilities are endless.
Some characters just aren’t fair. And some are absurd. Here are the most unbalanced fighting game characters in history.
Cheap characters have been a thing as long as fighting games have existed. Your friends will scream and whine at you for picking these characters, accusing you of being unfair, spammy, or a cheater. While sometimes your friend is just acting like a sore loser, there have been many fighting game characters that have been so overpowered that they completely break the game. Oftentimes, the only way you can beat these characters is by pausing the game and beating up your opponent IRL. Here are some of the most hilariously cheap characters in fighting game history.
Top 5 most overpowered fighting game characters in history
5. Akuma – Super Street Fighter 2 Turbo
Goldeneye has Oddball, Pokémon has Mewtwo, and Street Fighter has Akuma. The OG cheap fighting game character, Akuma debuted in Super Street Fighter 2 Turbo as an unlockable boss and hidden playable character. He makes his startling debut by killing the already overpowered final boss character M. Bison. Provided you are the Devil himself and you want to put your friends through hell, you can play as Akuma using a cheat code on the character select screen.
Akuma’s moves are basically Ryu’s on steroids, plus an air fireball and a teleport. His Shoryuken can take off a third of your health. His air fireball is the only aerial projectile in the game, and its diagonal trajectory makes it extremely difficult to dodge. His only real weakness is his sub-par mobility, but he can easily mitigate that with a super-fast teleport. For the cherry on top, Akuma has the strongest Super Combo in the game, plus it’s unblockable!
In most competitive tournaments, Akuma is flat-out banned, and if he isn’t, most players choose not to pick him as an honor rule. He’s consistently been a high tier in every game he appears in, including games outside his own series like Marvel vs Capcom or Tekken. Thankfully, Capcom at least toned him down by reducing his health and turning him into a glass cannon.
While Brawl is a fantastic game with loads of content, it’s something of a black sheep among the competitive Smash community. It’s very slow and floaty to play, lacking the blistering speed and combos of Melee and the quality of life improvements and balanced roster of Smash 4. And while each Smash game has their overpowered characters, Brawl’s Meta Knight makes Melee Fox look like a Nintendog.
Even in a game with plenty of overpowered characters like the Ice Climbers, Snake, and Diddy Kong, Meta Knight still stands head and shoulders above the rest of the cast as the best character. His moves are extremely quick on startup, and he’s the only character in the game who has standard moves (A moves) with transcendent priority. This means that these moves cannot clash with other moves, going right through them and beating them out.
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If that wasn’t bad enough, Meta Knight has not only one, but two of the unquestionably best special moves in the game in Mach Tornado and Shuttle Loop. The Mach Tornado is a dreaded hurricane of death that protects Meta Knight, helps him recover, allows him to get vertical KO’s, and is a safe approach option. Shuttle Loop is Meta Knight’s recovery move that functions as a glide and a kill move, being relatively brain-dead to spam off stage to edgeguard your opponents and make it back to stage safely.
The debate on whether or not to ban Meta Knight caused a civil war within the already small Brawl competitive scene. Some tournaments banned him, but most didn’t. However, in the places where he was banned, an arguably even more horrifying character dethroned him: the Ice Climbers. These Eskimos from Hell could chaingrab you back and forth and the only counterplay was divine intervention.
3. Marvel vs Capcom 2 – Sentinel
Marvel vs Capcom 2 is arguably the most imbalanced fighting game that Capcom has ever made, but despite this, the game still has a special place in gamers’ hearts as a fast, chaotic, and technical fighter. Part of the game’s charm is that the top 5 or so characters are so overpowered that learning how to play them becomes a game in and of itself. Even among those characters, Sentinel stands out as the most broken character in the series.
The mutant-hunting machine of death has one of the highest health counts in the game, making killing him a war of attrition. Though his hitbox is huge, all of his attacks are surprisingly fast and have enormous range, allowing him to shut down opponents and trap them in the corner.
Additionally, he’s the only character in the game whose normal attacks cause chip damage, which means they damage opponents even if blocked. He can even fly, chasing down pesky top-tier mutants like Magneto or Storm and pummeling them back into the ground with his aerial combos. Even on the bench, Sentinel has some of the best assist attacks in the game, filling the screen with missiles and shutting out the opponent. Every MVC2 player has had nightmares at some point about a killer robot screaming “ROCKET PUNCH ROCKET PUNCH HYPER SENTINEL FORCE”.
Eddy – Tekken 3
Eddy Gordo is a Brazillian Tekken character who fights using capoeira, an Afro-Brazillian martial art that combines fighting with rhythm and dance. He is one of the most polarizing characters in fighting game history due to his extremely simple fighting style. And by “simplistic,” we mean “press both kick buttons over and over to win.” Eddy’s stylish kicks send him flipping and spinning across the screen, changing stances and keeping the opponent locked down. Tekken is already known for being a button masher among casual players, and Eddy’s acrobatic antics only cements this further. While pro players have a significantly easier time dealing with Eddy, picking Eddy while playing against your friend casually is an easy way to get a PlayStation controller thrown into your face.
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While Power Rangers may not come to mind when it comes to iconic fighting games, Power Rangers: Fighting Edition on the SNES is infamous for featuring by far the most overpowered character in fighting game history: Ivan Ooze. Ooze is the final boss of the game, and can be unlocked by winning the story mode on the hardest difficulty.
In most fighting games (especially SNK ones) if a boss character is playable, their moveset is significantly toned down in order to bring them in line with the rest of the cast. The developers, assumedly in a fit of temporary insanity, forgot this basic tenet of game design and left Ooze untouched as a playable character. What resulted is the most hilariously broken and frustrating character to ever grace a TV screen.
Seriously, we don’t even need to say much here, just watch the video. Ooze can fly, rendering him completely invulnerable to low and throw attacks. Nearly all of his moves feature no startup and allow him to fill the screen with fireballs, pillars, and other nonsense. He even has a move that gives him a force field and fires a bunch of homing projectiles which he can activate at any time, even while being hit. Ironically, Ooze is the only character in the game who can’t block, but even that doesn’t hold him back from being the most unfair character in fighting game history. As they say, the best defense is a good offense.
Did we miss a character? Let us know in the comments below!
Over the past few weeks, Gamefreak has slowly released details about the upcoming Pokémon Let’s Go Pikachu/Eevee games. In case you haven’t been closely keeping up, we’ve kept track of the most interesting details below.
Your rival isn’t a jerk anymore
Say goodbye to that jerk Blue, and say hello to your new “friendly rival” Trace. Instead of constantly taunting you and telling you to smell him later, Trace offers friendly advice on where to go and how to raise your Pokémon. If Twitter reactions are anything to go by, most fans are not happy with this chipper new character, preferring the cocky rivals of old. (Extremely NSFW Twitter reaction here.)
Gamefreak has not made the rival character a jerk in years, and fans clearly miss rivals that they love to hate. Game director Junichi Masuda stated that the reason the rival is much nicer than in Pokémon Red/Blue/Yellow is that back then, the simple pixel graphics did not allow for much personality. To make up for that, the writers had to emphasize how much of a jerk the rival was through their words. Now that the series has HD graphics, Masuda felt the need to tune the cockiness down for fear of it becoming overwhelming or intimidating.
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The developers are working on a way to let you upload your Pokémon from Let’s Go! to Pokémon Bank
Masuda confirmed that he and his team are working on a way for players to be able to transfer their Pokémon caught in Let’s Go! to future entries in the series, including next year’s core Pokémon game. It has already been confirmed that players can transfer Pokémon caught in Pokémon Go to the Let’s Go games through a feature called the Go Park. If players are able to transfer Pokémon from Let’s Go! to the Pokémon Bank, that theoretically means that players will theoretically be able to use Pokémon caught in Go in future core titles.
The game is being designed to be simpler and “less scary”
Masuda has stated in interviews that he wants the game to be a starting point for kids and new players introduced to the series through Pokémon Go. As such, the gameplay has been simplified, including but not limited to:
Removing held items and abilities
Removing the need to battle wild Pokémon in order to catch them
Removing the breeding mechanic
Masuda has described modern video game players as having different tastes than they did 20 years ago. According to him, gamers today prefer simpler games that can be played in short bursts, mostly due to the influence and popularity of mobile gaming. This has led to the removal of features he considers too time-consuming or tedious for modern players, such as Strength puzzles.
The game features a never before seen “Master Trainer” mechanic as part of the postgame
When questioned on whether there would be challenging content in the game to please longtime fans, Masuda revealed the existence of the “Master Trainer” mechanic. Basically, there exists a Master Trainer for each of the 151 Pokémon featured in the game. These trainers are considered the best at using their respective Pokémon. If you’d like to become the Master Trainer for your favorite Pokémon, let’s say Charizard, then you’d have to find and challenge that Master Trainer in order to gain their title. Masuda said that dedicated players can become the Master Trainer of every Pokémon in the game.
Watch 8 minutes of Pokémon Let’s Go! gameplay below:
If all of those words mean nothing to you and you’d rather see the game in action, Nintendo World Report TV recently released footage of 8 minutes of gameplay.
How do you feel about these changes made to the Pokémon formula? Will you be picking up Pokémon Let’s Go? Which version? Let us know below!
Miss video games based on movies? Here’s why they vanished.
Not too long ago, it seemed like movie tie-in games were everywhere. If a mainstream animated kids movie, action movie, or superhero movie was released, you could count on there being a movie tie-in game coming out on the same day. Now, it seems like movie games have been wiped off the face of the earth. How did this happen? How did movie games go from flooding store shelves to a forgotten memory? We dug up a few main reasons.
Why movie-based video games disappeared
Games are extremely expensive to make today
Bungie’s Destiny cost $140 million to make
Movie games first really started dropping off during the PS3/Xbox 360 era. Why? Because as technology became more advanced and consoles were finally able to display realistic and detailed HD graphics, gamers had a higher standard for games in general. Even slapping together the cheapest movie game would be an expensive move for any gaming studio, who already had to shell out in order to get the movie license in the first place. While movie games tended to sell pretty consistently due to the popularity of their licenses, they never really cracked the top 5 yearly best-selling games list. As such, they became too much of a financial risk to develop.
It should also be mentioned that publishers demanded that developers finish and ship the game in time for the movie’s release, leading to an impossibly rushed schedule that made it extremely difficult for developers to make a quality, technically impressive game. Back in the NES days, developers could slap together a cheap and generic 2D platformer based on an upcoming movie and call it a day. Both the production costs and the consumer’s expectations were much lower. As gamers were exposed to more and more triple-A technical marvels, their demand for cheap movie games sharply decreased.
The games typically sucked
E.T. the Extraterrestrial for Atari 2600, based on the classic movie and widely considered to be the worst game of all time
Video games and movies mix together like peanut butter and petroleum jelly. Movies based on video games almost always suck, and video games based on movies almost always suck. Movie games were notorious for years for being rushed, cheap, and uninspired slap jobs. It’s easy to see how most of them turned out that way. The development cycles of the game were incredibly rushed due to publishers forcing developers to finish the game by the movie’s release. The games are both designed to be made as cheaply as possible and to appeal to the widest possible audience, ensuring no risks or creativity in game design. This results in generic forgettable platformers at best and broken messes at worst.
Take the case of the “E.T.” game for the Atari 2600, a game so legendarily bad, most of the cartridges ended up in a landfill. We even have a documentary about how awful it was.
Fortunately, there are some movie games that break this curse. Spider-Man 2 lets players explore New York as the wall-crawler, with an intuitive physics-based web-swinging system. The Lion King on the SNES is a tightly controlled platformer with beautiful graphics and music. And of course, Goldeneye 007 is one of the most iconic shooters in history, paving the road for console multiplayer shooters and expansive, varied single-player campaigns. It’s unfortunate how few good movie games there were, as many of the licenses they’re based on could make really fun games if the developers were given freedom.
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The explosion of the mobile gaming industry handed the solution to movie game publishers on a silver platter. Making movie tie-in games on mobile instead of consoles solved all of the problems listed above.
1. The standards for games on mobile devices is way, way lower than those on a console. Impressive graphics and high production values are not expected at all for mobile games. Most mobile gamers are just looking for a quick, mindless distraction on their commute, and mobile game developers can use this mindset to create smaller, simpler games. Additionally, developers don’t need to come up with creative game design, they just need to re-skin a popular idea, like a puzzle or endless runner game, with whatever property they’re working with.
2. Mobile games are significantly less expensive to develop than console games. Just take a simple, tried-and-true concept like a puzzle game and slap a popular franchise on it and you’re gold. Additionally, mobile games bring in an astronomical amount of money through in-game purchases. Most mobile games are free, meaning the barrier to entry is non-existent. Gamers are more incentivized to spend small chunks of money on mobile games, which are typically designed as virtual Skinner boxes that heavily promote in-app purchases. The extremely low costs of development combined with the huge profitability of in-app purchases make mobile games based on hit properties a gold mine.
Do you miss movie games? What are your favorite movie games, or your least favorite ones? Let us know in the comments below!
The runaway success of the NES and SNES Classic consoles led many to believe that a Game Boy Classic was inevitable. A recent patent published by the United States Patent and Trademark Office has revealed some details on what Nintendo has in mind for the Game Boy.
The patent describes a phone case that envelopes a smartphone with the Game Boy’s iconic button layout, complete with a d-pad and A and B buttons. Assumedly, users would press buttons on the case, which would press down and make contact with the touchscreen, simulating a button press. This would allow Nintendo to port its Game Boy games to mobile without dampening the experience with slippery, inaccurate touchscreen controls. It’s also odd to consider that Nintendo doesn’t include the words “Game Boy” or “game” in the patent.
Ye Olde Game Boy
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There have been similar phone cases released in the past that resemble a Game Boy, such as the Smart Boy. The Smart Boy, however, uses real Game Boy cartridges, and assumedly the Nintendo Game Boy phone case would use officially distributed ROMs instead. The success of these third-party Game Boy cases has shown that a market for this product exists.
Nintendo has not currently announced any plans for a Game Boy Classic, or any kind of Game Boy phone case. It would be extremely surprising if Nintendo actually released Game Boy games on mobile devices. While Nintendo has successfully dabbled in mobile gaming with titles like Super Mario Run, Fire Emblem Heroes, and Animal Crossing Pocket Camp, none of these games have been full-fledged entries in their respective series. Instead, they offer smaller or alternative experiences that are intended to encourage fans to buy the full games on Nintendo consoles. Nintendo does not want to cannibalize the sales of its own games by releasing the full experience on mobile devices. Why would anyone buy a Switch if they could play full-fledged Mario or Zelda games on their phones?
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It should also be noted that Nintendo made headlines in recent months by going after ROM and emulation sites that hosted their games. Could this be because they are intending to release these classic Game Boy games on mobile? Stay tuned…
The launch marked the first time SpaceX successfully landed a rocket on the west coast as opposed to a drone at sea. SpaceX has completed ground landings before, but only on the east coast, as they previously did not have permission to build the gigantic landing pads that they needed in the west.
Additionally, past ground launches attempted to land the rocket at a target a few miles away from the launch site. For Sunday’s launch, the rocket was successfully landed at a target that was only a quarter mile (400 meters) away from the launch site.
The purpose of the launch was to send up the SAOCOM 1A for the Argentinan space program. The radar on the satellite tracks the activity of natural disasters, allowing the government to notify people and keep them safe. The satellite also can analyze the moisture content of soil (all the way from space!) in order to help farmers maximize their crop yields.
The continued success of SpaceX’s rocket launches has caused the valuation of the company to climb, even in the face of continued controversy regarding its eccentric CEO Elon Musk. Valued at $28 billion, SpaceX is currently the third most valuable American startup after Uber and Airbnb. Looking towards the future, the most high profile upcoming SpaceX endeavor is ferrying American astronauts to the International Space Station. This mission has been delayed repeatedly, but is currently expected to happen in January.
LocalS were warned ahead of time of sonic booms and bright lights as authorities assured them that neither an alien invasion or nuclear annihilation was coming.