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  Fedora - Demonstrating PERL with Tic-Tac-Toe, Part 2
Posted by: xSicKxBot - 03-03-2020, 05:45 AM - Forum: Linux, FreeBSD, and Unix types - No Replies

Demonstrating PERL with Tic-Tac-Toe, Part 2

The astute observer may have noticed that PERL is misspelled. In a March 1, 1999 interview with Linux Journal, Larry Wall explained that he originally intended to include the letter “A” from the word “And” in the title “Practical Extraction And Report Language” such that the acronym would correctly spell the word PEARL. However, before he released PERL, Larry heard that another programming language had already taken that name. To resolve the name collision, he dropped the “A”. The acronym is still valid because title case and acronyms allow articles, short prepositions and conjunctions to be omitted (compare for example the acronym LASER).

Name collisions happen when distinct commands or variables with the same name are merged into a single namespace. Because Unix commands share a common namespace, two commands cannot have the same name.

The same problem exists for the names of global variables and subroutines within programs written in languages like PERL. This is an especially significant problem when programmers try to collaborate on large software projects or otherwise incorporate code written by other programmers into their own code base.

Starting with version 5, PERL supports packages. Packages allow PERL code to be modularized with unique namespaces so that the global variables and functions of the modularized code will not collide with the variables and functions of another script or module.

Shortly after its release, PERL5 software developers all over the world began writing software modules to extend PERL’s core functionality. Because many of those developers (currently about 15,000) have made their work freely available on the Comprehensive Perl Archive Network (CPAN), you can easily extend the functionality of PERL on your PC so that you can perform very advanced and complex tasks with just a few commands.

The remainder of this article builds on the previous article in this series by demonstrating how to install, use and create PERL modules on Fedora Linux.

An example PERL program


See the example program from the previous article below, with a few lines of code added to import and use some modules named chip1, chip2 and chip3. It is written in such a way that the program should work even if the chip modules cannot be found. Future articles in this series will build on the below script by adding the additional modules named chip2 and chip3.

You should be able to copy and paste the below code into a plain text file and use the same one-liner that was provided in the previous article to strip the leading numbers.

00 #!/usr/bin/perl
01 02 use strict;
03 use warnings;
04 05 use feature 'state';
06 07 use constant MARKS=>[ 'X', 'O' ];
08 use constant HAL9K=>'O';
09 use constant BOARD=>'
10 ┌───┬───┬───┐
11 │ 1 │ 2 │ 3 │
12 ├───┼───┼───┤
13 │ 4 │ 5 │ 6 │
14 ├───┼───┼───┤
15 │ 7 │ 8 │ 9 │
16 └───┴───┴───┘
17 ';
18 19 use lib 'hal';
20 use if -e 'hal/chip1.pm', 'chip1';
21 use if -e 'hal/chip2.pm', 'chip2';
22 use if -e 'hal/chip3.pm', 'chip3';
23 24 sub get_mark {
25 my $game = shift;
26 my @nums = $game =~ /[1-9]/g;
27 my $indx = (@nums+1) % 2;
28 29 return MARKS->[$indx];
30 }
31 32 sub put_mark {
33 my $game = shift;
34 my $mark = shift;
35 my $move = shift;
36 37 $game =~ s/$move/$mark/;
38 39 return $game;
40 }
41 42 sub get_move {
43 return (<> =~ /^[1-9]$/) ? $& : '0';
44 }
45 46 PROMPT: {
47 no strict;
48 no warnings;
49 50 state $game = BOARD;
51 52 my $mark;
53 my $move;
54 55 print $game;
56 57 if (defined &get_victor) {
58 my $victor = get_victor $game, MARKS;
59 if (defined $victor) {
60 print "$victor wins!\n";
61 complain if ($victor ne HAL9K);
62 last PROMPT;
63 }
64 }
65 66 last PROMPT if ($game !~ /[1-9]/);
67 68 $mark = get_mark $game;
69 print "$mark\'s move?: ";
70 71 if ($mark eq HAL9K and defined &hal_move) {
72 $move = hal_move $game, $mark, MARKS;
73 print "$move\n";
74 } else {
75 $move = get_move;
76 }
77 $game = put_mark $game, $mark, $move;
78 79 redo PROMPT;
80 }

Once you have the above code downloaded and working, create a subdirectory named hal under the same directory that you put the above program. Then copy and paste the below code into a plain text file and use the same procedure to strip the leading numbers. Name the version without the line numbers chip1.pm and move it into the hal subdirectory.

00 # basic operations chip
01 02 package chip1;
03 04 use strict;
05 use warnings;
06 07 use constant MAGIC=>'
08 ┌───┬───┬───┐
09 │ 2 │ 9 │ 4 │
10 ├───┼───┼───┤
11 │ 7 │ 5 │ 3 │
12 ├───┼───┼───┤
13 │ 6 │ 1 │ 8 │
14 └───┴───┴───┘
15 ';
16 17 use List::Util 'sum';
18 use Algorithm::Combinatorics 'combinations';
19 20 sub get_moves {
21 my $game = shift;
22 my $mark = shift;
23 my @nums;
24 25 while ($game =~ /$mark/g) {
26 push @nums, substr(MAGIC, $-[0], 1);
27 }
28 29 return @nums;
30 }
31 32 sub get_victor {
33 my $game = shift;
34 my $marks = shift;
35 my $victor;
36 37 TEST: for (@$marks) {
38 my $mark = $_;
39 my @nums = get_moves $game, $mark;
40 41 next unless @nums >= 3;
42 for (combinations(\@nums, 3)) {
43 my @comb = @$_;
44 if (sum(@comb) == 15) {
45 $victor = $mark;
46 last TEST;
47 }
48 }
49 }
50 51 return $victor;
52 }
53 54 sub hal_move {
55 my $game = shift;
56 my @nums = $game =~ /[1-9]/g;
57 my $rand = int rand @nums;
58 59 return $nums[$rand];
60 }
61 62 sub complain {
63 print "Daisy, Daisy, give me your answer do.\n";
64 }
65 66 sub import {
67 no strict;
68 no warnings;
69 70 my $p = __PACKAGE__;
71 my $c = caller;
72 73 *{ $c . '::get_victor' } = \&{ $p . '::get_victor' };
74 *{ $c . '::hal_move' } = \&{ $p . '::hal_move' };
75 *{ $c . '::complain' } = \&{ $p . '::complain' };
76 }
77 78 1;

The first thing that you will probably notice when you try to run the program with chip1.pm in place is an error message like the following (emphasis added):

$ Can't locate Algorithm/Combinatorics.pm in @INC (you may need to install the Algorithm::Combinatorics module) (@INC contains: hal /usr/local/lib64/perl5/5.30 /usr/local/share/perl5/5.30 /usr/lib64/perl5/vendor_perl /usr/share/perl5/vendor_perl /usr/lib64/perl5 /usr/share/perl5) at hal/chip1.pm line 17.
BEGIN failed--compilation aborted at hal/chip1.pm line 17.
Compilation failed in require at /usr/share/perl5/if.pm line 15.
BEGIN failed--compilation aborted at game line 18.

When you see an error like the one above, just use the dnf command to search Fedora’s package repository for the name of the system package that provides the needed PERL module as shown below. Note that the module name and path from the above error message have been prefixed with */ and then surrounded with single quotes.

$ dnf provides '*/Algorithm/Combinatorics.pm'
...
perl-Algorithm-Combinatorics-0.27-17.fc31.x86_64 : Efficient generation of combinatorial sequences
Repo : fedora
Matched from:
Filename : /usr/lib64/perl5/vendor_perl/Algorithm/Combinatorics.pm

Hopefully it will find the needed package which you can then install:

$ sudo dnf install perl-Algorithm-Combinatorics

Once you have all the needed modules installed, the program should work.

How it works


This example is admittedly quite contrived. Nothing about Tic-Tac-Toe is complex enough to need a CPAN module. To demonstrate installing and using a non-standard module, the above program uses the combinations library routine from the Algorithm::Combinatorics module to generate a list of the possible combinations of three numbers from the provided set. Because the board numbers have been mapped to a 3×3 magic square, any set of three numbers that sum to 15 will be aligned on a column, row or diagonal and will therefore be a winning combination.

Modules are imported into a program with the use and require commands. The only difference between them is that the use command automatically calls the import subroutine (if one exists) in the module being imported. The require command does not automatically call any subroutines.

Modules are just files with a .pm extension that contain PERL subroutines and variables. They begin with the package command and end with 1;. But otherwise, they look like any other PERL script. The file name should match the package name. Package and file names are case sensitive.

Beware that when you are reading online documentation about PERL modules, the documentation often veers off into topics about classes. Classes are built on modules, but a simple module does not have to adhere to all the restrictions that apply to classes. When you start seeing words like method, inheritance and polymorphism, you are reading about classes, not modules.

There are two subroutine names that are reserved for special use in modules. They are import and unimport and they are called by the use and no directives respectively.

The purpose of the import and unimport subroutines is typically to alias and unalias the module’s subroutines in and out of the calling namespace respectively. For example, line 17 of chip1.pm shows the sum subroutine being imported from the List::Util module.

The constant module, as used on lines 07 of chip1.pm, is also altering the caller’s namespace (chip1), but rather than importing a predefined subroutine, it is creating a special type of variable.

All the identifiers immediately following the use keywords in the above examples are modules. On my system, many of them can be found under the /usr/share/perl5 directory.

Notice that the above error message states “@INC contains:” followed by a list of directories. INC is a special PERL variable that lists, in order, the directories from which modules should be loaded. The first file found with a matching name will be used.

As demonstrated on line 19 of the Tic-Tac-Toe game, the lib module can be used to update the list of directories in the INC variable.

The chip1 module above provides an example of a very simple import subroutine. In most cases you will want to use the import subroutine that is provided by the Exporter module rather than implementing your own. A custom import subroutine is used in the above example to demonstrate the basics of what it does. Also, the custom implementation makes it easy to override the subroutine definitions in later examples.

The import subroutine shown above reveals some of the hidden magic that makes packages work. All variables that are both globally scoped (that is, created outside of any pair of curly brackets) and dynamically scoped (that is, not prefixed with the keywords my or state) and all global subroutines are automatically prefixed with a package name. The default package name if no package command has been issued is main.

By default, the current package is assumed when an unqualified variable or subroutine is used. When get_move is called from the PROMPT block in the above example, main::get_move is assumed because the PROMPT block exists in the main package. Likewise, when get_moves is called from the get_victor subroutine, chip1::get_moves is assumed because get_victor exists in the chip1 package.

If you want to access a variable or subroutine that exists in a different package, you either have to use its fully qualified name or create a local alias that refers to the desired subroutine.

The import subroutine shown above demonstrates how to create subroutine aliases that refer to subroutines in other packages. On lines 73-75, the fully qualified names for the subroutines are being constructed and then the symbol table name for the subroutine in the calling namespace (the package in which the use statement is being executed) is being assigned the reference of the subroutine in the local package (the package in which the import subroutine is defined).

Notice that subroutines, like variables, have sigils. The sigil for subroutines is the ampersand symbol (&). In most contexts, the sigil for subroutines is optional. When working with references (as shown on lines 73-75 of the import subroutine) and when checking if a subroutine is defined (as shown on lines 57 and 71 of the PROMPT block), the sigil for subroutines is required.

The import subroutine shown above is just a bare minimum example. There is a lot that it doesn’t do. In particular, a proper import subroutine would not automatically import any subroutines or variables. Normally, the user would be expected to provide a list of the routines to be imported on the use line and that list is available to the import subroutine in the @_ array.

Final notes


Lines 25-27 of chip1.pm provide a good example of PERL’s dense notation problem. With just a couple of lines code, the board numbers on which a given mark has been placed can be determined. But does the statement within the conditional clause of the while loop perform the search from the beginning of the game variable on each iteration? Or does it continue from where it left off each time? PERL correctly guesses that I want it to provide the position ($-[0]) of the next mark, if any exits, on each iteration. But exactly what it will do can be very difficult to determine just by looking at the code.

The last things of note in the above examples are the strict and warnings directives. They enable extra compile-time and runtime debugging messages respectively. Many PERL programmers recommend always including these directives so that programming errors are more likely to be spotted. The downside of having them enabled is that some complex code will sometimes cause the debugger to erroneously generate unwanted output. Consequently, the strict and/or warnings directives may need to be disabled in some code blocks to get your program to run correctly as demonstrated on lines 67 and 68 of the example chip1 module. The strict and warnings directives have nothing to do with the program and they can be omitted. Their only purpose is to provide feedback to the program developer.



https://www.sickgaming.net/blog/2020/03/...oe-part-2/

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  News - Japan Picks Its Favourite Final Fantasy Game And Character
Posted by: xSicKxBot - 03-03-2020, 05:44 AM - Forum: Nintendo Discussion - No Replies

Japan Picks Its Favourite Final Fantasy Game And Character

Despite the usual amalgam if inspirations in its universe, FFX seems like the arguably most “Japanese” among the flagships (particularly Yuna whose summoner days seem to be very miko-inspired), so this may well factor in. Personally, I enjoyed the game on par with VII but neither was ever among my top FF favourites. What’s truly odd to see, though, is the first Dissidia higher up than 012, considering that the latter was a rare followup practically rendering the original obsolete – on top of the numerous buildups and improvements, it was a prequel story and featured the entire first game storyline unlockable upon completion and merged with the newly introduced overworld.

@TheWingedAvenger the first FF to make summons more or less playable, an extensive skill/growth system, the franchise’s most substantial and complex mini-game to date, and all of that “a visual novel” (implying those aren’t officially video games in their own right – tell that to all the PC text adventures of the 80s).

And here I thought “FFXIII being full of annoying stereotypes” would win the section’s most hilarious comment.

PS. “Final Fantasy Legend” games have nothing to do with Final Fantasy (outside the first two being made by Akitoshi Kawazu and inheriting certain FFII mechanics), and never bore the title outside the US release. They’re all SaGa franchise.



https://www.sickgaming.net/blog/2020/03/...character/

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  News - Guide: Upcoming Nintendo Switch Games And Accessories For March And April 2020
Posted by: xSicKxBot - 03-03-2020, 05:44 AM - Forum: Nintendo Discussion - No Replies

Guide: Upcoming Nintendo Switch Games And Accessories For March And April 2020

Animal Crossing: New Horizons

We’re well into 2020 now and the buds of spring are starting to appear on the gaming calendar. After the onslaught of last holiday season, we’ve been through a leaner couple of months with fewer big name games launching during the winter. Hopefully your backlog is in good order, because that’s all about to change with the launch of Nintendo’s biggest (announced) game of the calendar year.

Yes, it seems like Animal Crossing: New Horizons has been a distant dot on the horizon for months now, but the vessel is cruising into view this month in all its glory. Cancel the rest of the year, fellas – we’ve got a Nook Getaway booked and we won’t be back for a while.

But what if – shock! horror! – you’re not an Animal Crossing aficionado? Worry not, for there are plenty of other Switch games incoming and vying for your attention in March, April and beyond. Let’s have a look at the biggest games coming to Switch in the next couple of months, shall we?

Please note that some links on this page are affiliate links, which means if you click them and make a purchase we may receive a small percentage of the sale. Please read our FTC Disclosure for more information.

A surprise announcement during the January Pokémon Direct, this remake of the GBA / DS game(s) will be with us very shortly and promises to give the classic dungeon-crawling spin-offs a lick of HD paint and a dusting of mod-cons. It certainly looks lovely from what we’ve seen so far and we’re gagging to see how the games hold up in the harsh light of 2020.

Ah, the big one. Only the Doomslayer himself has the courage to go up against the mighty Animal Crossing: New Horizons on launch day, and even he decided it was best to delay the Switch version so as to avoid any embarrassment. Oh Panic Button may talk about ‘refinements’ to DOOM Eternal, but we all know the real reason for the game’s delay: Doom Guy scarpered after reaching the final boss to find Tom ‘Blofeld’ Nook rotate in his chair while stroking Rover purring on his lap.

You’ve probably got this one pre-ordered at multiple outlets already, but here are some of the options if you want to make doubly and triply sure to get started on your island getaway by catching yourself a Day One perch.

After rumour upon rumour, it was finally confirmed at the start of February that Saints Row IV would be returning. Including an eye-watering 25 DLC packs as standard, it’s like a manic Grand Theft Auto with added stupid, and we’re always game for a game that doesn’t take itself too less seriously.

For some people, Koei Tecmo’s Musou games are at their best in the regular crossovers with other franchises, and the One Piece series feels particularly at home when paired with the trademark Dynasty Warriors brand of manic hack-and-slash. The upcoming instalment looks tasty and we were fans of the third game, so we’ve got high hopes One Piece: Pirate Warriors 4.

Trials of Mana, a fantastic Japan-only Super Famicom RPG known as Seiken Densetsu 3, only recently received an official localisation and release in the west as part of the excellent Collection of Mana Switch release. As a sequel to Secret of Mana, it was always likely to be good, but such was the quality of the game and the localisation that we’re gagging to play it again in its remade, reimagined form.

New Switch Hardware Options


If you are in the market for picking up a new Nintendo Switch console, we have the charming Animal Crossing: New Horizons Edition in March with exclusive Animal Crossing themed Joy-Con and dock. April 3rd brings us the coral Nintendo Switch Lite, which is definitely coral and NOT pink!

More Awesome Nintendo Switch Games


Aside from the highlighted games above, there are lots more Switch retail games which might take your fancy in March and beyond.

Awesome Accessories For Your Switch


And finally here are a selection of the finest Switch accessories coming up in March and beyond, for your consideration.


So that’s it for March and April – did we miss anything? Let us know with a comment and also tell us if you’ve pre-ordered any of these goodies!



https://www.sickgaming.net/blog/2020/03/...pril-2020/

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  News - The Division 2 Patch Notes Are Here For The New Warlords Expansion
Posted by: xSicKxBot - 03-03-2020, 05:44 AM - Forum: Lounge - No Replies

The Division 2 Patch Notes Are Here For The New Warlords Expansion

The Division 2's newest DLC expansion, Warlords of New York, arrived earlier than expected on PC, PlayStation 4, Stadia, and Xbox One. With the sudden launch of the looter-shooter's first major piece of DLC, Ubisoft has shared a long list of changes coming to all platforms. You can check out the full patch notes below.

Of course, the main draw of the Warlords of New York expansion is the return trip to the Big Apple. Warlords of New York opens up several locations within the city for you to explore, including Battery Park and the Financial District. As you're combing these added areas, you can take on some new main missions that task you with hunting down rogue Division agent and first wave responder Aaron Keener. There are also new side missions to undertake, a level cap increase from 30 to 40, an additional base of operations, and more.

The new locale and mission objectives aren't the only additions in Warlords of New York. The new update also reworks all weapons in what Ubisoft is calling "gear 2.0." There are only a handful of attributes now, with all brand bonuses, talents, mods, gear sets, exotics, and skills being overhauled. Also, loot drops have been reduced and will now scale "more strongly with difficulty," according to the patch notes.

Continue Reading at GameSpot

https://www.gamespot.com/articles/the-di...01-10abi2f

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  (Indie Deal) ?ARK: Survival Evolved Crackerjack Deal
Posted by: xSicKxBot - 03-03-2020, 12:13 AM - Forum: Deals or Specials - No Replies

?ARK: Survival Evolved Crackerjack Deal

ARK: Survival Evolved at 73% OFF
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ARK: Aberration - Expansion Pack[www.indiegala.com] $6.99 | €6.99 | £5.24 | 65%
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Check out IndieGala on Twitter, YouTube & Facebook[www.facebook.com]


https://steamcommunity.com/groups/indieg...6966535140

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  (Free Game Key) InnerSpace - Epic Games
Posted by: xSicKxBot - 03-03-2020, 12:13 AM - Forum: Deals or Specials - No Replies

InnerSpace - Epic Games

Visit the giveaway page:

InnerSpace

https://store.epicgames.com/GRABFREEGAMES/innerspace

Create an account or log in an already existing one and permanently add the games on your account. Alternatively you can redeem them from the Epic Launcher on the games' giveaway page.

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https://steamcommunity.com/groups/GrabFr...0981923372

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  News - Review: SEGA AGES Puyo Puyo 2 – A Fun But Ultimately Forgettable Puzzler
Posted by: xSicKxBot - 03-02-2020, 08:59 PM - Forum: Nintendo Discussion - No Replies

Review: SEGA AGES Puyo Puyo 2 – A Fun But Ultimately Forgettable Puzzler


When we reviewed the Sega Ages version of Puyo Puyo, we wondered why Sega had decided to go with the very first game in the series, and not one of the numerous better sequels. Seven months later, Sega has responded – not to us, we’re not that big-headed – by going back to the Puyo Puyo well and this time giving us a Sega Ages port of the second game, Puyo Puyo 2. So now we find ourselves in an awkward, almost entitled position where our response is: “Well, yes, that’s what we meant… but maybe not this one.”

Known in its native Japan as Puyo Puyo Tsu – because ‘tsu’ both sounds like ‘two’ and also means ‘expert’ – this sequel is mostly similar to its predecessor but it does throw in some new gameplay features that improve things a little. Nothing too revolutionary, mind you, but enough to reduce frustration during head-to-head play (which is actually all you can do in this game).


As in the first game, the aim in Puyo Puyo 2 is to drop little coloured blobs called Puyo and try to match up four of the same colour while an opponent – be it AI-controlled or another person – tries to do the same. By lining up your Puyo in certain ways, you can set up chain reactions, creating large combos. This, in turn, sends ‘garbage Puyo’ over to your opponent’s screen, making it harder for them to clear Puyo. The main difference that’s been added to this game is the ‘offset rule’, which wasn’t present in the first game but appears in this one. Previously, if an opponent cleared a huge combo, you could do pretty much nothing about it; even if you created a similarly large combo of your own in your current turn, you wouldn’t be able to prevent the onslaught of garbage Puyo that followed.

This time, when an opponent clears a huge combo and the garbage Puyo loom ominously over your screen, ready to drop, you have the opportunity to counter. Whereas in the first game clearing your own combo would just send garbage Puyo over to your opponent, this time it reduces the number of garbage Puyo you’re set to receive; for example, if you’re about to get 15 garbage Puyo, you can create 10 in a combo and only receive 5 (or maybe even create 20 in a combo and send 5 to them).

This may all sound very confusing on paper, but it makes sense in practice. Essentially, the point is that in the first game you were more or less doomed when an opponent hit you with a load of garbage Puyo, and now you have a chance to cancel some of them out before they drop. Which makes for longer matches, happier people and a generally nicer planet to live on. Or something. So, now that you’ve got a better way of defending yourself in an intense Puyo Puyo match, what can you do with your newfound abilities? Not a hell of a lot, truth be told; because this is based on the arcade version of the game and not the home ports you only really have the main arcade mode and a couple of minor variations on that.


The main mode has you working your way up a pyramid-shaped tower by taking on a series of randomised opponents on each floor. The aim is to gain a certain number of points while defeating these opponents in order to climb to the next floor, until you reach the top and face off against Satan, of all people. As well as this standard arcade mode, the Sega Ages version of the game also includes an optional Endurance mode. This is more or less the same thing, except you have to play against every opponent in a fixed sequence instead of having them randomised on each floor. Other than this, it’s more or less the same thing, though, meaning it isn’t going to revolutionise the Puyo Puyo experience for you.

The only other option is a VS mode for two players, either locally or online. Much like the original Sega Ages Puyo Puyo, though, we couldn’t find an online match for love nor money (and we’ve got plenty of at least one of those to give). Given that it’s only been out for a week, that really doesn’t bode well for its longevity; essentially, if you’re thinking of buying this game purely for online competition, you may want to reconsider.

As for extra bonuses, there’s also a new Helper feature, which can be used in either the Arcade or Endurance modes. At any time during play you can hit a shoulder button and enter the Helper screen, which lets you manually step backwards (up to 60 steps) and forwards through your moves. This means if you mess up or see a better combo you could have set up, you can flip back and redo it a different way. One thing that isn’t in here, however – despite previous claims from Sega’s press releases – is a full English localisation. Puyo Puyo 2 was only released in Japanese arcades, and this is the untouched Japanese version. All the character descriptions that appear before each battle are still in Japanese, and while the game’s perfectly playable without knowing the language, it’s still a shame to see that M2 didn’t go the extra mile and give us an optional translated version.


It does make up for this a little, though, by including a separate ‘Characters’ screen that’s selectable from the main menu; this gives you English descriptions for each character, which means even although the game itself is unchanged this extra little feature goes some way to making up for it. Ultimately, though, the reality is that this still isn’t the definitive Puyo Puyo game. While it’s certainly an improvement over the first entry in the series, later versions added a bunch of extra modes that would have given players a bit more variety. This, meanwhile, remains limited to one-on-one battles only, meaning if those aren’t your cup of tea then you aren’t going to get much out of this one.

Conclusion


Of the 16 Sega Ages games released to date, this sits nearer the bottom end of the scale. While it isn’t quite as limited as the first Puyo Puyo, it’s still very much a one-trick pony, and while it’s entertaining enough for fans of the series, when you’ve got the far more feature-heavy Puyo Puyo Champions on Switch for only a couple of pounds or dollars more, this one is entirely unnecessary.



https://www.sickgaming.net/blog/2020/03/...e-puzzler/

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  News - Poll: Box Art Brawl #32 – Sonic The Hedgehog
Posted by: xSicKxBot - 03-02-2020, 08:59 PM - Forum: Nintendo Discussion - No Replies

Poll: Box Art Brawl #32 – Sonic The Hedgehog

Main

Welcome to Box Art Brawl, the weekly battle between box art variants to find out which lucky region got the best artwork with their retro games. Ready for a change of pace this week? That’s right, we’re getting an attitude, sticking it to the man and throwing out the rule book that’s governed the previous thirty-one brawls. Yes, we’re opening Box Art Brawl up to retro games that didn’t originally launch on Nintendo systems. More on that in a moment.

But let’s not get ahead of ourselves! First a recap of last week’s bout between three groups of Ghosts ‘n Goblins across NES and Famicom. Japan managed to mop up 20% of the vote while Europe bagged 32%, but North America was the clear winner. It’s probably down to the plural spectres in its title compared to the singular European Ghost ‘n Goblins. Congratulations to NA, commiserations to the rest.

So then! As you can see, our inaugural non-Nintendo entry brings Mario’s erstwhile platforming rival to the brawl. With the hedgehog currently cleaning up in cinemas around the globe and with Sonic the Hedgehog 2 getting re-released on Switch, he seemed like the perfect choice to take us into the next phase of the series.

Don’t worry, we’re not going all SEGA Life on you! Our new rule is that eligible games must have appeared on a Nintendo platform at some point. So, 1991’s Sonic the Hedgehog is safe territory seeing as Sonic’s 16-bit debut has graced virtually every known platform since the millennium. 2006’s Sonic the Hedgehog, on the other hand, would not be valid. In any way, ever.

Enough talk. Gotta go fast, and all that.

Japan


JP

Before we begin, let’s take a moment to digest these words of wisdom:

Don’t just sit there and waste your precious time. When you want to do something, do it right away. Do it when you can. It’s the only way to live a life without regrets.

Words to live by indeed, and it wasn’t until looking closely at the front cover of Japanese Sonic 1 that we realised the small print at the bottom wasn’t legalese or technical info. Nope, it’s a philosophy that focuses less on going fast and more on seizing the day; not letting opportunities slip through your fingers. It’s a shame the cute little guy was forced to switch gears and turn bratty, but we’ve always preferred silent Sonic. Suppose we’re what you might call… wait for it… Sonic Boom-ers.

Eh?! EH?! Thanks very much, we’re here all week – don’t forget to tip your waitress.

Ahem. Back to the cover, it may have been cheeky for SEGA to claim he was ‘THE MOST FAMOUS HEDGEHOG IN THE WORLD’, but even before his popularity hit the stratosphere, we weren’t exactly overrun with other well-known ‘hogs. As for the rest of the cover, it’s colourful, ’90s and charming. It arguably lacks focus, but it’s hard to divorce nostalgia and familiarity from iconic covers like this. It’s Sonic!

North America


US

Ah, here we see where the rebellious personality started to develop. While proportionally he’s still very much the recognisable blue hedgehog from the Japanese cover, the North American version for the Genesis adds more ‘tude’ with his raised eyebrow and slightly tapered ear tips. His entire body is more aggressively shaded and he’s got a glint in his eye. Gone is the odd inspirational message, replaced with a simple logo and the shiny gold SEGA Seal of Quality.

Again, it’s a classic and we love the faded art of Green Hill Zone in the background, although the black border has always felt a bit empty. Just us?

Europe


PAL

The European version is the one we played as kids, but even if we remove our nostalgia hats for a moment, we personally still think this one is best. The Japanese key art sits slightly off-centre with the background evoking the shapes and energy of the Japanese version, but it also throws in a couple of Sonic’s animal buddies fleeing from Robotnik on the left. It’s subtle, though, and you could easily miss it just by glancing at the game on a store shelf. The star of the game is never in question, but the abstract shapes of the Japanese version is made more interesting here. There’s a bit more context for the eye to explore, though it stops well short of trees and loops.

At the risk of irritating North American readers, the shiny PAL Mega Drive logo is so much sexier than the Genesis equivalent. It looks like it should adorn a beautiful car grille or something. Put it on the Out Run Ferrari in place of the prancing horse! The standard black-grey grid lines occupy the bottom of the box but don’t overwhelm the main image up the sides like the North American variant.

It’s tough! We’re obviously biased, but the list of things we like about this one is simply longer than the others. It’s not up to us, though, is it!


Three quite different yet equally iconic covers to pick from, then. Give your favourite one a click below and then hit the ‘Vote’ button to register your vote. You haven’t got to go fast, although we encourage you not to waste your precious time. It’s the only way to live a life without regrets, you know.

It’s okay, you can slow down now. That’s all for this week, but we’ll be back for another Box Art Brawl; same time, same place.



https://www.sickgaming.net/blog/2020/03/...-hedgehog/

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  News - Last Chance To Snag The Division 2 For $3 Before Warlords Of New York Arrives
Posted by: xSicKxBot - 03-02-2020, 08:58 PM - Forum: Lounge - No Replies

Last Chance To Snag The Division 2 For $3 Before Warlords Of New York Arrives

Tom Clancy's The Division 2 features a ton of content, both story-related and endgame, and it was a good value at its full $60 launch price. Until tomorrow, however, you can get the game for a ridiculous $3.

The deal is available across the PlayStation Store and Xbox Live, as well as on PC through both Uplay and the Epic Games Store. It will remain live until March 3 at 8 AM PT / 11 AM ET, at which point the game will jump back up to its standard price. Physical copies can also be found at retailers at huge discounts, though not as low as $3.

The Division 2's low price is even more impressive because the game's post-launch DLC has been free for all players. The game has been continuously updated with more story content and missions, and ditched the season pass model used by the original game.

Continue Reading at GameSpot

https://www.gamespot.com/articles/last-c...01-10abi2f

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  News - Gearbox, Amazon Join List Of GDC Drop Outs Amid Coronavirus Concerns
Posted by: xSicKxBot - 03-02-2020, 12:19 PM - Forum: Lounge - No Replies

Gearbox, Amazon Join List Of GDC Drop Outs Amid Coronavirus Concerns

The Games Developer Conference (GDC) is in a bit of an unprecedented situation this year, as a growing list of companies announce that they won't be attending amidst coronavirus concerns. A majority of the list is composed of large tech companies or triple-A game developers and publishers, which has left indie devs and journalists wondering if GDC is even still happening this year.

For now, GDC has been delayed to Summer 2020 and organizers are working to implement precautionary measures in order to hopefully diminish the chances of attendees getting sick. In a blog post, organizers have said that GDC details will be finalized "in the coming weeks" so we may not have to wait very long to get new event dates.

Ultimately, time will tell. It remains to be seen whether all the companies that dropped out of GDC will return or how organizers will handle developers and publishers that have already purchased GDC passes but can't attend on the new dates. Look below for GameSpot's coverage of the major tech and game companies that have chosen to drop out of GDC this year--which are part of a list that includes Amazon, Microsoft, Blizzard Entertainment, Unity, Facebook, Epic Games, Electronic Arts, Sony, and Gearbox.

Continue Reading at GameSpot

https://www.gamespot.com/articles/gearbo...01-10abi2f

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