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Random Time! Uber CEO once held a Wii Sports Tennis record

Here's a little tidbit you might not know. Believe it or not, the current CEO of Uber, Travis Kalanick, was once a top-notch Wii Sports player. While not able to take the top spot for himself, he did pull in the second place spot overall in Wii Sports Tennis. Now he's running a major brand! If only we knew his secret of turning his Wii Sport Tennis skills into an idea for a global company!

Wonder Boy: The Dragon's Trap dev talks approaching the remake, what ideas were considered

A portion of a Siliconera interview with Lizardcube’s lead programmer, Omar Cornut...

S: How did you want to remake it? What things did you want to change about it, and why?

OC: The starting point was to make something faithful that felt like the original. We always gave ourselves the option to change things about the game, but we wanted those changes to be done “consciously”, and never accidentally. Games at the time were programmed with different techniques and different limitations than those of today. In turn, those techniques and limitations had a strong influence on game designers.

The same way, modern tools such as Unity have a very strong influence on game designers today. And I say “game designers” and not “game design” here, because you can do anything with Unity. But it is shaping the mind of game creators in a certain way, which affects the end product. So, old games had very slow CPU, very little memory, and that has very direct influence on how monsters behave, how the game controls, and how physics is simulated. It’s hard to replicate those details without looking at the old code with a magnifying glass. And, on top of that, that we wanted to add the hand-drawn graphics and the acoustic music. Something that felt like an animated comic book in Ben’s style.

Read more at http://www.siliconera.com/2017/04/24/wonder-boy-dragons-trap-developer-talks-connection-feel-original-developers/#VMZJBQcTqbPL0XVA.99

Minecraft: Switch Edition - details on draw distance

- render distance in single player docked mode is either 11 or 12 chunks
- on Xbox 360/PS3/Wii U: the render distance was 10 chunks
- on undocked Switch, the render distance is 7 chunks,
- for comparison, Vita's render distance is 5 chunks
- PS4/Xbox One version has an 18 chunk render distance at 1080p
- docked Switch version appears to be 720p, but this is not confirmed

Super Mario Run - Version 2.1.0 now available (update detailed)

Pretty sizable update to grab. If you've got the game on your phone, you can go grab the update right now.