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Game History – Tomb Raider On The GameBoy

Od: NekoJonez

When I was younger, I was always convinced that the first Tomb Raider game got a sort of remake on the Game Boy Color. It makes a lot of sense in my mind, since the title of the game was Tomb Raider. And in the same time period, Indiana Jones and the Infernal Machine also got a port to the Game Boy Color. That game was an interesting remake in 2D. Now, we are not here to discuss an Indiana Jones game, so let us focus on the Tomb Raider games.

I do not always do research before I start playing a game. This game is one perfect example. I just started the game up, expecting the story starting with a rendition of the Ice Caves. But, to my surprise, the game started up different. 

The actual subtitle of the game is The Nightmare Stone. On the box-art, we just got Tomb Raider as a title. On the box-art, we see that Lara is running away from an erupting volcano and behind her, you see several skeleton enemies. The bottom section is reserved for company logo’s like Eidos, Core Dynamics, the licensor Nintendo, and the publisher THQ. We also got the “Only on Game Boy Color” triangle in the left corner.

The game was released in June 2000. On June 7th, North America, Europe got it on June 28th and the UK two days later. Only Australia got the game a little bit later. Their version got released on July 18th. Nowhere on the box-art, the game got the subtitle The Nightmare Stone. The game just released as “Tomb Raider” in North America and released as “Tomb Raider: starring Lara Croft” in all other regions. This is a practice also done with the other Tomb Raider games. It would have been easier if they just added the subtitle, to make conversation easier.

The critics gave Lara Croft is first entry on the Game Boy Color very high praise. Various gaming magazines and websites gave this title 8 or 9 out of ten. The average score of this title is 79% on the aggregator GameRankings. One of the lowest scores I could find was by a German magazine named 64 Power in their June issue, giving it a three out of 5 or 60%.

Since Core Design developed this game, it will not be a surprise that you find a lot of developers on this game also worked on the main Tomb Raider games. This game was developed by people who knew how a Tomb Raider game should play. In this title, Lara is hunting after the Nightmare Stone. This stone is in possession of a treasure hunting group who wants to use it to release the evil god Quaxet, a factious god in the Mayan mythology.

Playing through this game, you really want to play through a Tomb Raider game. Of course, there are some big differences since the game got released on a handheld. The most obvious difference is that the game is in 2D. There were only a handful of 3D Game Boy games, and most of them did not involve jumping. 

Another significant difference with the main line Tomb Raider games is that this game plays a lot slower. The controls are more limited on the Game Boy Color, and more action-packed gameplay could not really be implemented, per se without it becoming really clunky. 

Speaking about the controls, it takes some time to get used to. I mostly played platformers or adventure games on the Game Boy, and I was so used to push the A button to make my character jump. But Lara jumps with the up arrow in this game. Not only that, if you want to climb up ledges, you need to hold B. Which is the button you use to run. If you are moving left or right and press B, Lara starts running. When Lara is running, and you press the jump button, Lara jumps in the direction she is running. This gives you a hint how to jump a gap when standing still. You have to press B first before the jump button to jump over a gap.

This control scheme is quite ambitious since there is no real tutorial in game explaining the controls. You do not have a training or testing level in Lara’s home. The manual explains these things quite well, but if you bought your copy today from a garage sale without the manual, I would advise you to look for it online. The control scheme is something that you will not really expect from a Game Boy game. 

Earlier, I mentioned that this game has a slower pace compared to the main line Tomb Raider games. That was intentional. If you start running everywhere, you will find that this game will be quite harsh and brutal. There are several pits and gaps that either eat a good chunk of your health or kills you right away. Enemies are also hidden everywhere, and their damage can be unforgiving. 

You cannot save where you want in this game, since the save crystals from early Tomb Raider console games return in this game. Learning where the save crystals are important. It is the only way you can save, and it is you respawn spot when Lara losses all her health. The save crystals are not close to each other, either, so I was always happy to find one. 

If you do not really know the controls, it can feel a bit like trial and error. For example, I did not know that when you are running and jump, Lara will land further than from a standing jump. I did not expect this mechanic to be in the Game Boy Color games as well. Other things like dynamite being able to use to explode walls, which is something I’d have loved to get explained to me.

Overall, visually, this game is extremely impressive. Once everything starts clicking together, and you get used to the controls, this game is a hidden gem on the Game Boy Color. When you know what you are doing, this game takes around 4 hours to play through. For a first playthrough, I would say that you can finish this game in roughly 15 hours. 

The game must have been quite successful since a year later we got a new adventure in the same engine and style. Eidos tried to get this game released around the time the first Tomb Raider movie released. Tomb Raider – Curse of the Sword, released in late June in North America and in August in Europe. 

This time, the game was not released by THQ, but by Activision. Most of the team who worked on the first Game Boy game also worked on this title. Because this game got a shorter development time, this game is shorter compared to the first Game Boy Color game. If you know what you are doing, this game can be beaten in two and a half hours. For a first playthrough, I estimate that it will take 8 to 10 hours. 

The sequel got the same reception from critics when it released. This game still shows off impressive visuals for the Game Boy Color. Remember that the Game Boy Color is an 8-bit system, and these two Tomb Raider games had such fluid animations that it looked next-generation. Did you know that there are over two thousand animation frames per game to make the animation work? Lara’s model is also forty-eight pixels, making her one of the most detailed characters on the Game Boy Color. 

Personally, I feel like both games are amazing entries into the Tomb Raider series. While they play quite different from their console and PC counterparts, both are an amazing adventure through various locations. You still must solve various puzzles and platform your way around. In Curse of the Sword, you even have a chase sequence on the rooftops. 

When I look with a critical eye at these two games in 2024, I would say that the lack of a tutorial for the controls really hurts the game. Also, some people might be put off from the difficulty level of this game. These games have some really difficult sections. Use the save crystals well! Otherwise, you might lose a lot of progress. And if I am really nitpicky, I could say that some areas would benefit from a map screen. But the levels are a bit too complex for those and with the small Game Boy Color screen, the map might not be even readable. Thankfully, there are various sources online, like Stella’s Tomb Raider site (tombraiders.net) that have amazingly drawn maps. 

When you read this, you might think that beating these games without a walkthrough is almost impossible. But do not worry. These games are quite linear and straight forward. I rarely got stuck in these games by not knowing what to do next. Most of the time, I did not know I was able to perform a certain action or how to solve a certain puzzle. 

The streak of releasing a new game every year continues in November 2002. The Game Boy Color was on its way out, and the next title was released on the Nintendo Game Boy Advance. For this title, Ubisoft Milan was tasked with creating a new game. That is because the main team was working on the sixth main title, Angel of Darkness. Tomb Raider – The Prophecy was released to mixed reviews. It released in early December in Japan.

This game played quite different compared to the Game Boy Color titles and played more as a top-down isometric puzzle platformer. If I am very honest, this is the gameplay style I expected more of the Tomb Raider series on the Game Boy. It is mainly because I associate Tomb Raider more as a top-down game on handhelds than it being a 2D side view game. The Game Boy Color version of Indiana Jones and the Infernal Machine showed me it was possible to have a game like that on Game Boy Color. 

The story of this title is about the Tome of Ezekiel. In this tome, a story is told about three magical stones that bring great power. She faces a big cult by the name of Teg-du-Bhorez. The game takes about 6 hours to complete on a first playthrough. If you really know what you are doing, this game can be beaten in 2 hours and a half. 

Honestly, for a portable Tomb Raider adventure, I really enjoyed this one. It is a rather underrated gem in my opinion and really can be quite exciting to play. Especially since the formula really works this way on the Game Boy Advance. The big issue is that reviewers compared it too much to the mainline series, which is quite unfair to do. What I can agree with, is that this game can feel a bit repetitive at times in terms of puzzles and level mechanics. But it is way less repetitive compared to the Game Boy Color titles, since a lot more puzzle solving like statue placing is used. 

The final Tomb Raider title on the Game Boy line of platforms came in 2006. After the very mixed reception to Angel of Darkness, the IP was given to Crystal Dynamics and Tomb Raider Legend was born. Talking about that, can be an entire article in itself. But, to close off this article, I want to quickly focus on Tomb Raider Legend on the Game Boy Advance. I know there is a port to the Nintendo DS, but I do not have any nostalgic memories for that one. I do have nostalgic memories for the Game Boy Advance port.

Now, let me tell you, the Game Boy Advance port was rough. The game went back to the style in like the Game Boy Color games. Yet, it also tried to do intractable doors. I can totally understand why reviewers back in the day were extremely negative about this game. Especially, since the console and PC versions of this game were such a blast of fresh air in the series. 

Still, why did I beat this title 100% three times? Because, it had a certain charm. You could find various secrets in the game to unlock secrets like concept art or even cheat codes. But you were not able to see if you got all treasures in a level. The jumping and swinging controls were a bit awkward, yet you had very forgiving checkpoints. 

There are a few things that stick with me to this day, the fact that the final boss is rendered a joke in this version. Just mash the attack button and you easily win. No matter the difficulty. Also, the mini-games and exploring Lara’s home were fun distractions as well. Moreover, I want to thank all the pizza boys who delivered me pizza during the writing of this article, like in the credits of this game.

And with that, I want to wrap up this brief nostalgic look into the 4 Tomb Raider titles on the Game Boy Color and Advance. My name is NekoJonez and if you enjoyed my writing and want to read more of my work, you can find me over at: https://arpegi.wordpress.com. I want to thank you all for reading my article, and I hope you enjoy the work of the other writers in this magazine. But for now, I am out! I hope to welcome you in another article but until then, have a great rest of your day and take care!

Editorial note: This article has been written for a gaming magazine. Did you find this article interesting? Then you should read the other articles right here. Thank you so much Dominus for letting me publish an article. There are various articles about Ultimate Underworld Retrospective – Sin God – The Making of the Wipeout logo design – …

Here's a peek at Nintendo Museum's huge controllers, Super Scope shooting gallery, and more

Nintendo's 135-year history will soon be brought to life inside the walls of a new purpose-built Nintendo Museum in Kyoto, Japan - and ahead of its opening on 2nd October, legendary designer Shigeru Miyamoto has revealed some of its intriguing exhibits in a new video tour.

The Nintendo Museum has been built on the site of the factory where Nintendo originally made its Hanafuda cards, and which was later used for quality checks during the Famicom era. That building and its unremarkable carpark are no longer standing, however, now replaced by a shiny two-floor monument to Nintendo's history and a Mario-themed plaza.

Miyamoto's 13-minute tour begins on the second floor of the museum, where several huge curved glass displays - containing many of the products Nintendo has released since its founding in 1889 - can be found. This whole area is intended to chart the evolution of Nintendo's approach to entertainment, from its earlier non-video game products - including copy machines, baby strollers, RC cars, and pitching machines - into more familiar territory, beginning with 1977's early video game forays, the Color TV-Game 6 and Color TV-Game 15.

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The spirit of Buster Keaton flies again in World of Goo 2

I'm not sure how funny Buster Keaton movies are these days - I assume there are moments that still work as pure gags. But these films of his remain wonderful, because Keaton was kind of the Tom Cruise of his age - or rather Cruise, who namechecks Keaton often in interviews - is the closest thing we have to the original. Keaton's gags were almost always stunts, dangerous, brilliant, clearly visual stunts that moved the action forward while giving audiences something to gasp at. There's nothing on the surface to make me think of the World of Goo games, and yet I think of Keaton constantly when I play.

Keaton's world moves. I think that's it. Its physics are dependable - and predictable, which is important for gags and for games - but the ground itself cannot be trusted. If Keaton's sat on a steamboat's wheel and he thinks he's safe, we know that wheel's going to start turning. If he's climbing a ladder, we know that the ladder itself will start sinking into the mud. What then? Keaton has to vamp - to make the moment work. He has to over-engineer things to create a sense of new stability. That's where you get the gag, where you get the fun.

This is everywhere in World of Goo. At the heart of the first game, which helped usher in the Indie era, and at the heart of the second, which has just arrived, bringing with it both new ideas and a lot of fond memories - at the heart of both you're dealing with treacherous foundations. These games are bridge builders at their simplest. (Granted, they never stay simple for very long.) You have a pile of black goo lumps, and you can extend the lumps outwards to create rudimentary frames. The goal for each level is a pipe you have to reach, which will suck in any remaining goo balls. So build upwards in a tower to a pipe that's lurking above you! Build outward as a bridge across a nasty gap.

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REVIEW – Kudzu

Embark on a nostalgic journey reminiscent of classic top-down action adventures with Kudzu, a recent release for the Nintendo Switch that harkens back to the golden era of The Legend of Zelda games. In this non-linear adventure, players assume the role of Max, an apprentice gardener on a mission to save his mentor from the clutches of a world-eating plant. While Kudzu captures the essence of its retro inspirations, it falls short in some key areas, resulting in a mixed gameplay experience.

At its core, Kudzu offers simple controls reminiscent of its Game Boy predecessors. Movement is limited to four directions, with only two action buttons for interacting with people/objects and engaging in combat. While the streamlined control scheme stays true to its roots, the absence of diagonal movement may feel restrictive to some players.

One notable departure from traditional action-adventure games is the lack of a defensive option. Unlike in Zelda games, players must rely on quick reflexes and evasive maneuvers to avoid enemy attacks, as there is no shield mechanic. While most enemies are easily avoidable, projectile-firing foes like spiders add an element of unpredictability and frustration to encounters.

The initial stages of Kudzu offer a promising experience, with engaging gameplay and a captivating soundtrack that perfectly complements the game’s nostalgic aesthetic. The graphics strike a delicate balance between classic and contemporary, breathing new life into the familiar top-down perspective.

However, as the game progresses, several issues begin to emerge. Backtracking becomes a common occurrence as players grind for mushrooms (the in-game currency) to purchase essential items like maps and a compass. While reminiscent of old-school game design, the repetitive nature of this process can become tedious and detract from the overall enjoyment.

Furthermore, the inconsistency of enemy respawn rates and drop rates for mushrooms exacerbates the grinding process, hindering progression and impeding the player’s ability to quickly unlock new content.

Unfortunately, Kudzu struggles to maintain its initial allure. The menu is a bit clunky, as it takes time to load and move between selections. And there are serious issues with the hit-box. Sometimes I am nowhere near an enemy and still take damage. But other times, I can walk right into an enemy and walk away scott-free.

Despite its flaws, the game showcases ambition and potential, offering players a nostalgic trip down memory lane at a very affordable price point. While it may not yet reach the lofty heights of its inspirations, it serves as a testament to the enduring appeal of classic action-adventure gameplay.

In conclusion, Kudzu is a promising yet flawed adventure that demonstrates the developer’s passion for the genre. With some fine-tuning and adjustments, it has the potential to evolve into a standout title for fans of retro-inspired gaming. At its current price point, it’s worth considering for those seeking a budget-friendly trip down memory lane, but be prepared for some rough patches along the way.


Game Title: Kudzu
Platform: Switch/Game Boy
Developer: Chris Totten of Pie For Breakfast Studio
Publisher: 8 Bit Legit
ESRB: E for Everyone
MSRP: $4.99 US (Switch eShop) / $TBD (Game Boy)
Obtained: Code provided by developers/publishers for press purposes

Wonder Boy, Bust a Move, New Zealand Story today⊟

Wonder Boy, Bust a Move, New Zealand Story today⊟

Hey y'all, it’s been a while, as evidenced by my trying to spell “Tumblr” with an O while logging in. Tomblr. Tumblor. Toumblro.

Anyway I’m back with more old games on Switch. It’s becoming my brand and I’m ok with that. Today’s Nintendo Download includes a whole entire Wonder Boy Collection (also on PS4/PS5), with multiple versions of each game including Master System, Game Gear, arcade, and Genesis (not all for every game of course!) and multiple regional versions. I don’t know developer Bliss Brain, and I didn’t play their previous game, the Princess Maker remake. So I can’t speak to the quality of the ports. But as long as they’re not totally busted that’s such a cool collection!

Also on eShop today: Puzzle Bobble™2X/BUST-A-MOVE™2 Arcade Edition & Puzzle Bobble™3/BUST-A-MOVE™3 S-Tribute, a collection of Saturn ports. More importantly, it’s just a king’s ransom of moves to bust and puzzles to bobble. “Enjoy ports of the arcade games Puzzle Bobble 2X and Puzzle Bobble 3, as well as four home console versions released in Japan and abroad, with added original modes.”

Finally, there’s an Arcade Archives port of another Taito classic, The New Zealand Story. I might be doing some shopping as long as my house continues to have electricity!

Keep it locked for infrequent updates about ports of old games onto Switch. I’m… I’m doing my best you guys.

JOIN CLUB TINY AND OUR DISCORD Support Tiny Cartridge!

RECENZE: Niceboy X330 Cubix – Hodně parády za málo peněz

SL6

Ať už se jedná o kvalitní mikrofon pro komunikaci se spoluhráči, nebo hluboké a působivé zvukové efekty, ten správný headset může být klíčovým prvkem pro intenzivní herní zážitek. V této recenzi se podíváme na funkci a výkon herních sluchátek Oryx X330 Cubix značky Niceboy, která se zároveň řadí mezi cenově dostupné výrobce.

Design

Po vizuální stránce jsou sluchátka Niceboy X330 Cubix robustnějšího vzezření s moderním designem, doprovázeným pevným, ale lehkým rámem, který je pohodlný i při delším hraní. Náušníky jsou vyrobené z kvalitní PU kůže, která se přizpůsobí vaším uším a poskytuje vynikající pohodlí a izolaci hluku, i když sluchátka jako taková aktivní potlačení hluku nenabízí. Nastavitelný náhlavní most zajišťuje přiléhavé uchycení k hlavě. Nejužší nastavení je relativně dost široké, je tedy třeba počítat s tím, že sluchátka budou pravděpodobně padat dětem, nebo všeobecně lidem s velmi malou hlavou. Přívodový kabel sluchátek má 2,2 metry a není opletený. Věřím, že to nijak neovlivní jeho životnost.SL3

Kompatibilita

Sluchátka Niceboy ORYX X330 Cubix jsou kompatibilní s každým zařízením, které má USB port s podporou zvukového vstupu a výstupu. Já konkrétně jsem je testovala primárně na PS5 a na PC. Hlasitost zvukového výstupu si můžete upravovat kolečkem umístěným přímo na sluchátcích.

Zvuk

Kvalita zvuku je u každého herního headsetu prvořadá a tento model ve své cenové relaci v porovnání s ostatními headsety nezklame. Sluchátka nabízí 7.1 prostorový zvuk, standardní rozsah hertzů 20-20000 s citlivostí 112. Já, jakožto hráčka jak FPS, tak příběhových her jsem se sluchátky neměla žádné problémy lokalizovat nepřátele, ani si jednoduše užít hudbu.SL1

Mikrofon

Komunikace je při hraní multiplayerových her klíčová, mikrofon  Niceboy ORYX X330 Cubix zajišťuje, že vás půjde slyšet hlasitě a jasně. Mikrofon s potlačením šumu filtruje zvuk na pozadí. Zrovna tuto funkci jsem v tomto horkém období, kdy je na mě větrák natočen 24/7 uvítala. Funkci zaručeně využijí i majitelé hlučných PS4. S mikrofonem se dá manipulovat, nicméně není plně odnímatelný.

Software

Stejně, jako většina dalších výrobků značky Niceboy mají i sluchátka ORYX X330 Cubix vlastní software. Díky tomuto speciálnímu softwaru si můžete  nastavit jak zvuk, tak mikrofon dle vlastní libosti, případně využít přednastavených módů. Díky možnosti upravit si basy, výšky, vyvážení kanálů a dalších parametrů si každý může přizpůsobit zvukový profil tak, aby dokonale odpovídal jeho hernímu stylu a poskytoval nezapomenutelný zážitek z hraní. Mezi další funkce patří RGB osvětlení na mušlích v červené barvě.SL4

Na závěr

Niceboy ORYX X330 Cubix headset vyniká mimořádnou kvalitou zvuku, pohodlným designem a nastavitelnými funkcemi. Všestrannost sluchátek je doplněna kvalitním mikrofonem. Kompatibilnost s různými platformami zaručí opravdu univerzální využití.  Jedná se o sluchátka, která jsou cenově dostupná a zároveň kvalitní.

Sluchátka nyní můžete zakoupit za 889,- zde

Článek RECENZE: Niceboy X330 Cubix – Hodně parády za málo peněz se nejdříve objevil na GAME PRESS.

World Of Goo 2 review: an inventive return to goo with some flies in the ointment

The first World Of Goo was a cheerful parade of goopy engineering with a sense of never-ending novelty (well, never-ending for about four hours). Every level would introduce a new goo type or a twist on the basic bridge-building puzzle that challenged you to get a gaggle of gurgling balls to the nearest pipe. World Of Goo 2 pursues that sense of novelty with just as much twitchy eagerness as its predecessor, throwing new toys and goos at the player in an effort to keep you on your sludge-coated toes. That pursuit doesn't always result in pleasing new levels, though. There is a "hit and miss" feeling to things this time around. But those hits are hits. For anyone who has spent the last 16 years yearning for more sticky structure-building: I hope you like comically unpredictable fluids.

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World Of Goo 2 gets second trailer a week ahead of release and ooh I'm pumped

It's not often that a trailer release alone is enough to justify a post around here, but World Of Goo 2 ought to be bigger on everyone's radar. A sequel to one of the best games ever made ought to be cause for an international holiday. It's being released next Friday, on August 2nd, and the new trailer below will gloop your tower with glimpses fo the puzzling tower-building to be found therein.

Read more

World Of Goo 2 review: an inventive return to goo with some flies in the ointment

The first World Of Goo was a cheerful parade of goopy engineering with a sense of never-ending novelty (well, never-ending for about four hours). Every level would introduce a new goo type or a twist on the basic bridge-building puzzle that challenged you to get a gaggle of gurgling balls to the nearest pipe. World Of Goo 2 pursues that sense of novelty with just as much twitchy eagerness as its predecessor, throwing new toys and goos at the player in an effort to keep you on your sludge-coated toes. That pursuit doesn't always result in pleasing new levels, though. There is a "hit and miss" feeling to things this time around. But those hits are hits. For anyone who has spent the last 16 years yearning for more sticky structure-building: I hope you like comically unpredictable fluids.

Read more

World Of Goo 2 gets second trailer a week ahead of release and ooh I'm pumped

It's not often that a trailer release alone is enough to justify a post around here, but World Of Goo 2 ought to be bigger on everyone's radar. A sequel to one of the best games ever made ought to be cause for an international holiday. It's being released next Friday, on August 2nd, and the new trailer below will gloop your tower with glimpses fo the puzzling tower-building to be found therein.

Read more

Everywhere's no-code game creation tools get a closed beta next week

Everywhere is a creative suite that aims to let players build their own 3D games - such as shooters, racing games, and platformers - without code. Instead, players can use a developer- and user-created asset library to build and "remix" game worlds, then publish them for other folks to play.

Those creative tools will be available to some people next week, when the closed Builders Beta launches on June 18th.

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Everywhere's no-code game creation tools get a closed beta next week

Everywhere is a creative suite that aims to let players build their own 3D games - such as shooters, racing games, and platformers - without code. Instead, players can use a developer- and user-created asset library to build and "remix" game worlds, then publish them for other folks to play.

Those creative tools will be available to some people next week, when the closed Builders Beta launches on June 18th.

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Five classic Mega Man games join Nintendo Switch Online library

Good news, Mega Man mega fans – five Game Boy Mega Man games have just joined the Nintendo Switch Online library.

In a Nintendo Online Switch update published to YouTube this morning, Nintendo confirmed that "the original five Game Boy Mega Man titles" are now playable to those with an NSO subscription: Mega Man: Dr Wily's Revenge, Mega Man 2, Mega Man 3, Mega Man 4, and – yes, you've guessed it – Mega Man 5.

Mega Man's first titular outing popped up on a Nintendo-flavoured console in 1987, but Mega Man: Dr Wily's Revenge – a handheld remake of Mega Man 1 and 2 – didn't debut on Game Boy until 1991.

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Mario Game Boy classic added to Nintendo Switch Online

Nintendo has added more Game Boy classics to the Nintendo Switch Online subscription catalogue today, including the legendary Super Mario Land.

The new arrivals come as Game Boy passes its 35th birthday, and all date back to the handheld system's first year.

Accompanying Mario's first Game Boy adventure are Breakout puzzle clone Alleyway - which does also briefly feature the plumber mascot - and Baseball.

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Singleboard Alpha is an ESP32 pocket computer from the creator of Arduboy

The Singleboard Alpha is a tiny portable computer that’s… built around a single board (you probably guessed that from the name. But unlike some of the so-called single-board PCs we’ve seen in recent years (I’m looking at you Raspberry Pi), this little computer has a built-in keyboard, display, and battery connector. In other words, you can use it […]

The post Singleboard Alpha is an ESP32 pocket computer from the creator of Arduboy appeared first on Liliputing.

Nintendo game emulator currently top free download on iPhone App Store

An emulator that lets users play thousands of Nintendo games is currently the top free download on the iPhone App Store.

The Delta app currently supports downloaded versions of countless classics from the NES, SNES, N64 home consoles, as well as Game Boy, Game Boy Color, Game Boy Advance and Nintendo DS handhelds.

The app's rapid rise in popularity follows Apple's recent change in app store policy to officially allow video game emulator apps onto its storefront for the first time. The move has been linked to growing pressure on the company by European legislators to make Apple allow third-party app stores and the use of emulators on iPhone without the need to jailbreak devices.

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After 48 years, Zilog is killing the classic standalone Z80 microprocessor chip

A cropped portion of a ca. 1980 ad for the Microsoft Z80 SoftCard, which allowed Apple II users to run the CP/M operating system.

Enlarge / A cropped portion of a ca. 1980 ad for the Microsoft Z80 SoftCard, which allowed Apple II users to run the CP/M operating system. (credit: Microsoft)

Last week, chip manufacturer Zilog announced that after 48 years on the market, its line of standalone DIP (dual inline package) Z80 CPUs is coming to an end, ceasing sales on June 14, 2024. The 8-bit architecture debuted in 1976 and powered a small-business-PC revolution in conjunction with CP/M, also serving as the heart of the Nintendo Game Boy, Sinclair ZX Spectrum, the Radio Shack TRS-80, the Pac-Man arcade game, and the TI-83 graphing calculator.

In a letter to customers dated April 15, 2024, Zilog wrote, "Please be advised that our Wafer Foundry Manufacturer will be discontinuing support for the Z80 product and other product lines. Refer to the attached list of the Z84C00 Z80 products affected."

Designers typically use the Z84C00 chips because of familiarity with the Z80 architecture or to allow legacy system upgrades without needing significant system redesigns. And while many other embedded chip architectures have superseded these Z80 chips in speed, processing power, and capability, they remained go-to solutions for decades in products that didn't need any extra horsepower.

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Nintendo game emulator currently top free download on iPhone App Store

An emulator that lets users play thousands of Nintendo games is currently the top free download on the iPhone App Store.

The Delta app currently supports downloaded versions of countless classics from the NES, SNES, N64 home consoles, as well as Game Boy, Game Boy Color, Game Boy Advance and Nintendo DS handhelds.

The app's rapid rise in popularity follows Apple's recent change in app store policy to officially allow video game emulator apps onto its storefront for the first time. The move has been linked to growing pressure on the company by European legislators to make Apple allow third-party app stores and the use of emulators on iPhone without the need to jailbreak devices.

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Apple pulls iPhone GBA emulator, but not because it encourages piracy

Just days after changing its policies to allow video game emulators on iPhone, Apple has pulled Game Boy Advance emulator app iGBA from its App Store.

But this wasn't due to a change of heart by Apple on the moralities of emulators themselves. Instead, it was because iGBA turned out to be a rip-off of another emulator, the open-source GBA4iOS.

An Apple spokesperson confirmed the decision and the company's reasoning for the emulator takedown to MacRumors, and restated its position that emulators which ran downloaded versions of games, or ROMs, were still allowed on the App Store, despite piracy concerns.

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Berserk Boy review: a fast and frantic platformer dashed by swift credits

Berserk Boy is the legally distinct lovechild of Sonic The Hedgehog and Mega Man X, on account of how it fondly emulates the Blue Blur’s speedy momentum and the Dorky Mega’s various power-altering suits. That anatomically tricky relationship is enticing by itself, but even if those retro action platformers just register as historical relics in your memory, Berserk Boy does enough that’s new and interesting that it doesn’t need to rely on aping its inspirations. My only beef is that credits rolled before I was properly given a chance to test my newfound robo-bashing muscles.

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Layoffs hit GTA producer's Everywhere studio

Everywhere developer Build A Rocket Boy has confirmed a round of layoffs at the company, which was founded by ex-Grand Theft Auto producer Leslie Benzies in 2016.

An unconfirmed number of job losses were first reported yesterday by PCGamesN. Now, the studio has confirmed "the removal of a number of roles globally" in a statement to Eurogamer.

Build A Rocket Boy is headquartered in Edinburgh, though also operates offices in Budapest, Montpellier and in China. The company is backed by investment from NetEase, and last month completed a further $110m funding round.

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2024's release schedule just got a lot brighter, starting with Pepper Grinder and Snufkin in March

Yesterday's Nintendo Direct got rather overshadowed by a certain trailer for Elden Ring: Shadow Of The Erdtree, but there were still plenty of good news nuggets to be had in there for us PC folks - which I've summarised for you below. The long and short of it is: more release dates! Loads of 'em! And they're all coming in the first half of 2024 as well. I love it when a schedule comes together.

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Layoffs hit GTA producer's Everywhere studio

Everywhere developer Build A Rocket Boy has confirmed a round of layoffs at the company, which was founded by ex-Grand Theft Auto producer Leslie Benzies in 2016.

An unconfirmed number of job losses were first reported yesterday by PCGamesN. Now, the studio has confirmed "the removal of a number of roles globally" in a statement to Eurogamer.

Build A Rocket Boy is headquartered in Edinburgh, though also operates offices in Budapest, Montpellier and in China. The company is backed by investment from NetEase, and last month completed a further $110m funding round.

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Super Meat Boy Forever Will Be Free This Week On Epic

Every week, out of the kindness of its bulging heart, Epic gives a game away for free on its PC games store it desperately wishes you’d use instead of Steam. Pure altruism, no doubt. At the time of writing, for instance, you can pick up Dakar Desert Rally gratis. From February 22, it’ll be Super Meat Boy Forever…

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