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  AppleInsider - US spokesman behind on the news pours gas on seemingly settled China
Posted by: xSicKxBot - 09-19-2023, 12:23 PM - Forum: Apples Mac and OS X - No Replies

AppleInsider - US spokesman behind on the news pours gas on seemingly settled China

iPhone 15

The US government now says that the China government iPhone ban is “aggressive and inappropriate retaliation” despite a statement 12 hours prior by China that there is in fact, no ban.

The first half of September has been a roller coaster for Apple as rumors of a potential China sales ban circulated major media outlets. These rumors didn’t pan out, as iPhone 15 is indeed up for sale in the country and a statement from China denied the allegations earlier Wednesday.

In what appears to be a statement generated before news of the Chinese government refuting ban rumors, the White House chimed in on the matter, as reported by Bloomberg. The National Security Council shared that it is watching the issue with concern.

“It seems to be of a piece of the kinds of aggressive and inappropriate retaliation to US companies that we’ve seen from the PRC in the past,” said John Kirby, the council’s spokesman, referring to the People’s Republic of China.

China Foreign Ministry Spokesperson Mao Ning said China hasn’t issued laws and regulations to ban the purchase of Apple or other foreign brands. This was in response to rumors suggesting government businesses had begun telling employees not to bring their iPhones to work — something investors feared could expand outward to the general public.

Mao Ning does note that China is concerned about security issues with Apple’s products being reported by media. This statement was confusing, as there isn’t any recent major breach or security concern to attach it to.

It could refer to Apple patching known exploits days after they became public knowledge. Regardless, a ban was not implemented — at least not officially.

This likely isn’t the end of the saga. The United States has banned Chinese brand Huawei form sale over security concerns, so the back and forth will likely continue between the countries as Apple sits in the middle.



https://www.sickgaming.net/blog/2023/09/...phone-ban/

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  Fedora - Contribute at Passkey Auth, Fedora CoreOS and IoT Test Week
Posted by: xSicKxBot - 09-19-2023, 12:23 PM - Forum: Linux, FreeBSD, and Unix types - No Replies

Fedora - Contribute at Passkey Auth, Fedora CoreOS and IoT Test Week

Fedora test days are events where anyone can help make certain that changes in Fedora Linux work well in an upcoming release. Fedora community members often participate, and the public is welcome at these events. If you’ve never contributed to Fedora Linux before, this is a perfect way to get started.

There are several test periods in the upcoming weeks.

  • Thursday 21 September and Friday 22 September, is to test Passkey Auth.
  • Sunday 24 September through Sunday 01 October, is to test Fedora IoT Edition.
  • Monday 25 September through Monday October 02, focuses on testing Fedora CoreOS .

Passkey Auth


Passwordless authentication methods to log into Linux systems became a hot topic in the past few years. Various organizations started to mandate more secure methods of authentication, including governments and regulated industries. FIDO2 tokens, and smartcards, represent two passwordless authentication methods mandated by the US government in their Zero Trust architecture.

FreeIPA, and SSSD in Fedora 39, enable the capability to log-in to a desktop or a console terminal with a FIDO2-compatible device, for centrally managed users enrolled in Active Directory. This is supported by the libfido2 library. Additionally, for FreeIPA, once the user is authenticated with the FIDO2-compatible device, a Kerberos ticket may be issued .

As a part of this changeset , we will be having test days on Thursday 21 September and Friday 22 September.  The idea is to run through test cases and submit results here.

Fedora IoT


For this test week, the focus is all-around; test all the bits that come in a Fedora IoT release as well as validate different hardware. This includes:

  • Basic installation to different media
  • Installing in a VM
  • rpm-ostree upgrades, layering, rebasing
  • Basic container manipulation with Podman.

We welcome all different types of hardware, but have a specific list of target hardware for convenience. This test week will occur Sunday 24 September through Sunday 01 October.

Fedora 39 CoreOS Test Week


The Fedora 39 CoreOS Test Week focuses on testing FCOS based on Fedora 39. The FCOS next stream is already rebased on Fedora 38 content, which will be coming soon to testing and stable. To prepare for the content being promoted to other streams the Fedora CoreOS and QA teams have organized test days from Monday, 25 September through 2 October. Refer to the wiki page for links to the test cases and materials you’ll need to participate. The FCOS and QA team will meet and communicate with the community in async over multiple matrix/element channels. The announcements will be made 48 hours prior to the start of test week. Stay tuned to official Fedora channels for more info.

How do test days work?


Test days or weeks are an event where anyone can help make certain that changes in Fedora work well in an upcoming release. Fedora community members often participate, and the public is welcome at these events. Test days are the perfect way to start contributing if you not in the past.

The only requirement to get started is the ability to download test materials (which include some large files) and then read and follow directions step by step.

Detailed information about all the test days are on the wiki page links provided above. If you are available on or around the days of the events, please do some testing and report your results.



https://www.sickgaming.net/blog/2023/09/...test-week/

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  News - Review: Mortal Kombat 1 – A Superb Fighter, But Severely Kompromised On Swi
Posted by: xSicKxBot - 09-19-2023, 12:22 PM - Forum: Nintendo Discussion - No Replies

News - Review: Mortal Kombat 1 – A Superb Fighter, But Severely Kompromised On Swi


NetherRealm Studios has been on a real hot streak with the Mortal Kombat franchise ever since it dropped its first game, the sublime Mortal Kombat 9, all the way back in 2011. The studio has always focused on bringing a top-notch narrative experience to the table, supported by a laundry list of single-player arcade and online multiplayer modes, alongside the fantastic collectathon that is the Krypt.

Mortal Kombat 1 is a reboot of sorts for the franchise, one that continues on from Mortal Kombat 11 but also completely changes direction, giving us a new universe that threads through the series’ rich lore whilst also refreshing everything from character designs to the roster and environments where you set about decapitating and exploding your foes. It’s a clever move, one that feels as though it was required given how complicated things had gotten by the cataclysmic events of the last game, and it affords NetherRealm the opportunity to reintroduce some old favourite characters into the bloody fray to boot.

Mortal Kombat 1 Review - Screenshot 1 of
Captured on Nintendo Switch (Handheld/Undocked)

Indeed, in terms of the roster, besides the disappointing fact that Shang Tsung has been made a pre-order/paid-for exclusive, this is a strong outing at launch with 22 base characters to choose from, all rocking sweet new looks and, don’t forget, you even get to play as Jean Claude Van Damme, although he is just a skin for Johnny Cage.

There’s been plenty of shakeups in terms of mechanics, too, the biggest and most obvious of which is Kameo assists, giving you access to some sweet tag-team options with a simple press of your right shoulder button. Kameos factor into the game’s combo-breaking manoeuvres, and this new entry also sees some shaking up of blocking with the ‘Up Block’ giving you the chance to shift your opponent into a disadvantageous position if you nail it correctly. Think of the Flawless Block system from Mortal Kombat 11 and you’ve got the general gist of this one.

Most of the signature moves, flashy combos, and ridiculously gory fatalities return this time around, although you’ll find as you play that some attacks, such as Johnny Cage’s fireball, have been replaced. Don’t worry Johnny fans, he’s got a sweet new Hype Meter that more than makes up for the loss of his classic fiery ranged attack, and overall the new additions make for a fighter that feels nice and fresh whilst also retaining all of the aspects we expect, know and love about this series.

Mortal Kombat 1 Review - Screenshot 1 of
Captured on Nintendo Switch (Docked)

So, overall what we’ve got here is a fresh new take on the Mortal Kombat universe, or multiverse as it is now, one that sticks to the studio’s usual setup of delivering the best story mode in fighting games — the campaign really is a cracker — alongside all the other modes you’d expect to find; the online fisticuffs, local and single player match-ups, Towers and in-depth practice and training arenas for you to hone your fatalities, ball-busters, drill kicks, and fan-nados. But wait…where is the Krypt?

Well, unfortunately, the Krypt is no more, here replaced by a shiny new single-player Invasions mode that sees you choose a character and get busy romping around a boardgame-styled setup. Invasions has you travel along nodes, unlocking multiple paths forward as you take part in fights that throw all manner of random modifiers and special enemies into your path. This all takes part in Johnny Cage’s suitably OTT Hollywood mansion and, although we were initially skeptical that it could match the Krypt, it’s a mode that makes a good replacement, testing your skills to the max, throwing up tons of fun situations and dishing out all the goodies and cosmetic items you could ever hope for.

Mortal Kombat 1 Review - Screenshot 1 of
Captured on Nintendo Switch (Handheld/Undocked)

However — and it’s a pretty big ‘however’ — all of this is sullied by the fact that this Switch port feels as though it’s really pushing the system to the max, and then some. Is it playable? Yes, it’ll do if you’re a big Mortal Kombat fan and you’ve got no other way to experience the game, but you really are going to have to come at this version with a lot of patience as it’s got some serious problems.

Now, this particular writer hasn’t sampled Mortal Kombat 11 on Switch, and therefore can’t compare directly in this regard, but revisiting our review it seems it’s a port that dials the graphics right down in order to achieve a playable frame rate. Perfectly fine and acceptable. Mortal Kombat 1 attempts to take the same route, turning all of the lovely visuals down to their very lowest settings — we’re sure you’ve seen some of the rather hilarious comparison images with other consoles online already — but it still can’t provide anything approaching a smooth experience as things stand at launch.

Mortal Kombat 1 Review - Screenshot 1 of
Captured on Nintendo Switch (Docked)

In story mode, the various cutscenes look good for the most part, but they suffer from weird glitching and skipping issues, whilst the game’s signature seamless transitions from cutscene to actual gameplay are marred here by stutters, loading screens, and a dynamic resolution that dips way, way down at the start of battles in order to keep things from grinding to a complete halt.

Manage to ignore all of this and you’ll get scraps that can still provide some entertainment when the frame rate isn’t wobbling. We’ve had entire bouts that have been fine and played well, however, for the most part, you’re looking at kombat that’s been kompromised (couldn’t resist) by dips and stutters that can make action hard to follow and oftentimes lags behind your inputs, meaning you lose the flow of what moves you’re trying to pull off. We have also encountered broken visuals and issues in relation to Fatalities not playing out or animating properly. Now, anyone who plays fighting games knows this is not ideal, in this genre more than most. These games have got to nail input lag and any other issues that affect your ability to perform the moves you want when you want. Mortal Kombat 1 on Switch isn’t doing this right now, and that’s really the long and short of it.

Mortal Kombat 1 Review - Screenshot 1 of
Captured on Nintendo Switch (Handheld/Undocked)

There is more bad news too, we’re afraid. Our attempts to get down with the online aspects of this game have been unsuccessful, to say the least. We know we’re reviewing during the exclusive ‘early access’ period for purchasers of the Premium Edition, so things may improve when those who didn’t want to stump up £100/$110 for a few days of early Scorpion spears join the online pool, but so far we haven’t been able to find a single match-up with any other players. (We’ll provide an update here with our impressions of online play in the coming days.)

Further to this, and this is a real kick in the NetherRealms, Invasions mode is a bug-fest right now. We’ve had an issue where we’ve had to restart the mode several times because a key item just will not drop in the very first battle, denying us access to Johnny’s mansion — a totally mode-breaking bug — and the character select menus are also incredibly slow and have frequently ended up selecting the wrong fighter for us as a result. Now, WB Games has also just put out a correspondence to Switch players stating that;

“To ensure the best possible experience for Switch players at launch, only the introduction for Invasions will be available. The full breadth of Invasions Season 1 content will be available on Switch in a matter of weeks.”

Mortal Kombat 1 Review - Screenshot 1 of
Captured on Nintendo Switch (Handheld/Undocked)

It’s important to know this in advance if you’re thinking of picking up the game, as it’s not gonna be the full package at the time of writing, even though you’re expected to pay full price. We get it, the Switch is a tricky prospect, but we’d really rather the game was delayed or reduced in price until these things were sorted.

Away from all of this, loading times across the board between fights can see you wait a good long while. We’ve seen close to a minute in the Towers mode, menus can be excruciating to traverse due to how slowly everything moves, and you’ll find that you’re hit with infinite loading screens from time to time as the game struggles to keep up, forcing you to reboot and restart.

When all’s said and done, this is a port of Mortal Kombat that’s in a bit of a state, really. Yes, it’s playable, you can make your way through the Story and Towers mode and have some fairly good fun when it’s behaving itself. In portable mode, it looks fine for the most part, even with every bit of polish and detail stripped away, but patches are needed ASAP before we can recommend anyone throw down their money on the Switch version of the game.

Mortal Kombat 1 Review - Screenshot 1 of
Captured on Nintendo Switch (Handheld/Undocked)

We’ve been playing Mortal Kombat 1 on another platform (also the Premium Edition — no, we couldn’t resist as big fans of this franchise) at the same time we’ve been reviewing on Switch and it’s a superb fighter, a highly polished, slick, addictive effort that’s the best the series has looked and felt since Mortal Kombat (9) dropped 12 years ago. However, this Switch port, unless you really have no other choice and can put up with the multiple issues we’ve outlined, just doesn’t cut it.



https://www.sickgaming.net/blog/2023/09/...on-switch/

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  (Indie Deal) Pixel Bundle & Hammerwatch Bonus Sale, Guilty Gear & MEGA MAN X
Posted by: xSicKxBot - 09-18-2023, 07:13 PM - Forum: Deals or Specials - No Replies

(Indie Deal) Pixel Bundle & Hammerwatch Bonus Sale, Guilty Gear & MEGA MAN X

[indiegala.com]
Pixel Puzzles Ultimate Jigsaw, bringing puzzles to the digital age, is the definitive jigsaw puzzler for the PC platform. Grab an international selection of puzzle packs and visit the world from the comfort of your home.
[indiegala.com]
Hammerwatch Bonus Game
[www.indiegala.com]
Complete any purchase on the Store minimum of $10/€10/£10 (doesn't include a bundle), and get Hammerwatch Game for free
[www.indiegala.com]
Guilty Gear -Strive- Daredevil Edition is out | 10% OFF
[www.indiegala.com]
Contents:
・Base Game
・Season Pass 1
・Season Pass 2
・Season Pass 3
・Ultimate Edition Content Kit DLC
・GGST Guilty Gear 25th Anniversary Colors DLC
https://www.youtube.com/watch?v=Yhr9WpjaDzw&ab_channel=arcsystemworks
Active Sale
[www.indiegala.com]
MEGA MAN X DiVE Offline is out | 15% OFF
[www.indiegala.com]
Mega Man X DiVE reimagined the world of the Mega Man X series, and now it's getting an offline version!
Experience the exciting side-scrolling action we've all come to know and love in a whole new light!
https://www.youtube.com/watch?v=hJ74saDu6XA&ab_channel=CapcomUSA


https://steamcommunity.com/groups/indieg...8036901204

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  AppleInsider - New firmware released for AirPods Pro, AirPods, & AirPods Max
Posted by: xSicKxBot - 09-18-2023, 07:13 PM - Forum: Apples Mac and OS X - No Replies

AppleInsider - New firmware released for AirPods Pro, AirPods, & AirPods Max

AirPods Pro 2 firmware update

AirPods firmware version 6 has been released with iOS 17 compatibility, improved switching, and AirPods Pro 2-specific features.

Apple didn’t wait for iOS 17 to launch before updating its AirPods lineup with the latest firmware. Version 6.0 is here, providing updates to nearly every AirPods model.

The biggest feature set is reserved for the AirPods Pro 2, which has the 6A301 build number. This includes Adaptive Audio and Conversation Awareness when paired with a product running iOS 17.

AirPods Pro, AirPods 2, AirPods 3, and AirPods Max all got build number 6A300. This version includes press to mute or unmute calls and improvements to automatic switching.

The new firmware is installed automatically for users, and no mechanism is available to force an update manually. The firmware will install by itself as long as the AirPods or AirPods Pro are in a charging case and connected to an iOS device.

Release notes for firmware version 6.0:

When used with iOS 17 and macOS Sonoma, AirPods firmware update 6A300/6A301 takes the AirPods Pro (2nd generation) experience to the next level with Adaptive Audio, Conversation Awareness, and Personalized Volume. This update also adds convenience and control on calls with press to mute and unmute for AirPods (3rd generation), AirPods Pro (1st and 2nd generation), and AirPods Max, as well as significant improvements to the Automatic Switching experience for all available AirPods across Apple devices with the latest software updates.

How to check your AirPods firmware version


AirPods users can check the current firmware for audio accessories within the Settings app.

  1. Open the Settings App
  2. Select General
  3. Select About
  4. Select the AirPods you wish to view
  5. A menu will appear showing relevant device information


https://www.sickgaming.net/blog/2023/09/...rpods-max/

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  News - Mini Review: Summum Aeterna – A Rough-And-Ready Roguelite That Gets The Job
Posted by: xSicKxBot - 09-18-2023, 07:13 PM - Forum: Nintendo Discussion - No Replies

News - Mini Review: Summum Aeterna – A Rough-And-Ready Roguelite That Gets The Job


Summum Aeterna, a prequel to 2022’s Aeterna Noctis, riffs on a Dead Cells-style genre fusion, mixing roguelite elements into the tough Metroidvania structure of its predecessor for a game that doesn’t pull its punches. The result feels rough around the edges but it’s hard to deny that the gameplay feels pretty great.

Enemies hit hard, frequently gang up on you, and will almost assuredly send you back to the hub dozens of times before you manage to successfully complete a run. And while Summum Aeterna primarily demands dexterous skills to overcome its toughest challenges, you do have something to show for each failed run. You, of course, lose most of the upgrades you snagged while out and about, but every run will see you gaining currency and crafting materials that you can then reinvest into things like better stats and starting weapons. This meta-progression system thus ensures that you’ll always be making progress, even when you lose time after time.

In an interesting departure from similar games, Summum Aeterna also introduces a cool seed system for generating the world you run through each time. Before venturing out, you must first create the world by placing a seed in a machine that will generate it for you. Each seed is unique, spawns you in a different starting biome, and will have positive and negative modifiers that’ll change things like enemy health and the drop rate of certain rewards. Picking the right seed is thus as much a part of one’s strategy as deciding on a build, and we appreciated how this positively affects run diversity.

Controls are smooth and responsive, while weapon types feel genuinely distinct from each other and offer interesting twists on combat. A sword can be thrown and either quickly recalled or teleported elsewhere. The scythe, on the other hand, builds up Damage-over-Time debuffs on enemies with each hit which you can then trigger all at once. Moment-to-moment gameplay feels snappy and engaging, which encourages you to dare to try again.

The visuals feel like a cross between the illustrious Castlevania: Symphony of the Night and, of all things, Child of Light. Whether you’re exploring the shadowy reaches of a familiar-looking Gothic castle or the bright canal-bordered streets of a Venice-esque village, all environments feature a painterly, hand-drawn style that feels like a perfect fit for the somewhat dreamlike tone of Summum Aeterna.

Unfortunately, Summum Aeterna feels rather poor on the performance side of things. Luckily the frame drops here or there don’t affect things too much, but loading times can be pretty long and we had a few instances where the game outright crashed, ending promising runs and erasing some hard-won progress. Hopefully patches are forthcoming, as it feels like this could be an excellent addition to any roguelike fan’s Switch library with a little bit more elbow grease.

Launch instability issues aside, it may be a bit derivative, but Summum Aeterna ultimately ticks enough boxes to be worth your while. Smooth combat, tough difficulty, and an interesting seed system all come together to make this one worth investigating.



https://www.sickgaming.net/blog/2023/09/...-job-done/

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  (Indie Deal) Pixel Bundle & Hammerwatch Bonus Sale, Guilty Gear & MEGA MAN X
Posted by: xSicKxBot - 09-18-2023, 02:08 AM - Forum: Deals or Specials - No Replies

(Indie Deal) Pixel Bundle & Hammerwatch Bonus Sale, Guilty Gear & MEGA MAN X

[indiegala.com]
Pixel Puzzles Ultimate Jigsaw, bringing puzzles to the digital age, is the definitive jigsaw puzzler for the PC platform. Grab an international selection of puzzle packs and visit the world from the comfort of your home.
[indiegala.com]
Hammerwatch Bonus Game
[www.indiegala.com]
Complete any purchase on the Store minimum of $10/€10/£10 (doesn't include a bundle), and get Hammerwatch Game for free
[www.indiegala.com]
Guilty Gear -Strive- Daredevil Edition is out | 10% OFF
[www.indiegala.com]
Contents:
・Base Game
・Season Pass 1
・Season Pass 2
・Season Pass 3
・Ultimate Edition Content Kit DLC
・GGST Guilty Gear 25th Anniversary Colors DLC
https://www.youtube.com/watch?v=Yhr9WpjaDzw&ab_channel=arcsystemworks
Active Sale
[www.indiegala.com]
MEGA MAN X DiVE Offline is out | 15% OFF
[www.indiegala.com]
Mega Man X DiVE reimagined the world of the Mega Man X series, and now it's getting an offline version!
Experience the exciting side-scrolling action we've all come to know and love in a whole new light!
https://www.youtube.com/watch?v=hJ74saDu6XA&ab_channel=CapcomUSA


https://steamcommunity.com/groups/indieg...8036901204

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  AppleInsider - Heybike Ranger S e-bike review: stable, foldable fat tire fun
Posted by: xSicKxBot - 09-18-2023, 02:08 AM - Forum: Apples Mac and OS X - No Replies

AppleInsider - Heybike Ranger S e-bike review: stable, foldable fat tire fun

Heybike Ranger S


Heybike Ranger S is an excellent combination of stability and storability in an e-bike with fat tires and a folding frame.

Foldable e-bikes aren’t a new concept, but they introduce an alternative decision point for customers. The foldable frame makes storing and transporting the bike easier despite the large tires and frame.

The Heybike Ranger S is a foldable e-bike that sits low with 20-inch tires that are 4 inches thick. It’s a cross between a heavy-duty off-roading bike and a foldable city cruiser.

Despite its smaller size, it still weighs plenty at 72 pounds, that’s only a few pounds less than the full-sized Aventon Aventure 2 we reviewed. The high weight can be attributed to its foldability, which is the tradeoff for storability.

Of all the e-bikes we’ve tested so far, this form factor works best for our general use case. It feels sturdy and stable when riding, but it can squeeze into the back of our Honda HR-V — without lowering the seats.

Heybike Ranger S e-bike review — design


The Ranger S has a squat but thick frame with a tall handlebar neck. It has a rear cargo rack and wide fenders, adding to its utilitarian design.

Physical controls for lights and signals

Physical controls for lights and signals

The controls on the handlebars all feel retro, like the physical knobs and buttons found in a 90’s vehicle. There’s a switch for the headlights, a physical slider for turn signals, and a button for the horn on the left side.

The right side of the bike is more standard. It has the Shimano 7-speed shifter, the throttle, and the light auto button on the right side.

A Shimano shifter, throttle, and automatic light control button

A Shimano shifter, throttle, and automatic light control button

The LCD in the middle shows standard information like current speed, distance traveled, and pedal assist level.

The bike frame and handlebars can be folded for storage. These are held in place by a simple lever that won’t accidentally disengage while riding.

Heybike also sent its saddlebag accessory. This drapes over the rear rack for extra storage.

Assembly and maintenance


Like other e-bikes, the Heybike Ranger S arrived almost fully assembled. After cutting away the miles of zip ties and styrofoam, we only needed to attach a few components, like the front wheel and handlebars.

Cable disconnects are easily found around the bike for troubleshooting issues. We encountered a signal error once, which we fixed by adjusting the cables.

The headlight attaches to the front fender, and a cable connect is ready by the handlebar mount. Keep in mind that cable slack is important for a foldable bike since there are more movable parts.

Ranger S is mostly put together out of the box

Ranger S is mostly put together out of the box

Maintenance is what you’d expect for an e-bike. Users should check the frame and wheels for damage weekly, check brake pads and shifters monthly, and check cable integrity and drivetrain at least every six months.

Heybike recommends having a specialist check the bike every six months.

Heybike Ranger S e-bike review — features


Heybike Ranger S features a 750W motor with a 28 MPH max speed. Its max range is 55 miles, and the bike is rated for 400 pounds max load.

Heybike Ranger S has powered lights and signals on both sides

Heybike Ranger S has powered lights and signals on both sides

It takes about 4 hours to get the battery charged from 0% to 100%. Battery life is mostly dependent on the pedal assist setting in use.

The pedal assist on Heybike isn’t a torque sensor, so each pedal assist setting is meant to push the rider to a certain speed with minimal effort. This can be set up using the Heybike app with zero to six levels available.

We defaulted to the 0 to 5 setting for the widest range of control. With this set to a low pedal assistance level, we’d ride between 3 and 4, which translated to about 14 MPH or 19 MPH, respectively.

The LCD shows data like current speed and pedal assist level

The LCD shows data like current speed and pedal assist level

Max speed can also be set in the app, meaning the pedal assist won’t exceed that speed. Ours is set to 20 MPH since that’s plenty for our needs.

Ranger S has hydraulic brakes instead of mechanical ones. This means more stopping power and control while riding.

The suspension is also hydraulic with adjustable settings. Riding over bumps is much less impactful with the springy front fork suspension.

The bike weighs 72 pounds and can fold up to about half its size for storage and transport. When folded, it’s about a 20-inch by 40-inch square that’s 20 inches tall.

The large headlight provides plenty of light at night

The large headlight provides plenty of light at night

A large headlight and rear taillight light up with a switch or automatically based on how dark it is outside. Turn signals show up on the headlight and taillight for visibility on all sides of the rider.

Heybike app


Heybike’s app is simple and to the point. It is thankfully free of social networks or forums and contains obvious controls for the Ranger S.

There are toggles for the proximity unlock and auto lock functions on the main page. The big GO button will start a GPS-based tracking of the current ride, though the results aren’t exactly useful.

Heybike on the left and Apple Fitness on the right

Heybike on the left and Apple Fitness on the right

It showed a calorie burn of 1,555 which is unrealistic, and a saved carbon footprint of 3.15 Co2, which isn’t really a useful metric. Instead, as always, we turned to track the workout from our Apple Watch.

The speed and cadence sensor we paired with our Apple Watch, plus the heart rate data and other metrics, made for much more detailed and useful information. We’ve yet to see an e-bike integrate with Apple Health for improved metrics, but it would be interesting to see.

Ignoring the tracking option, everything else in the Heybike app is useful. Controlling certain features like pedal assist levels and top speed from the app is useful and more desirable than navigating some weird on-bike display.

Riding the Heybike Ranger S e-bike


Riding Heybike Ranger S is a comfortable experience. Its smaller size and lower seat make it feel like a moped more than other bikes we’ve tested.

Despite being more compact, it’s still a hefty bike. This is likely due to the additional hardware needed to make the frame fold reliably while keeping it sturdy.

Gravel wasn't a problem for Ranger S

Gravel wasn’t a problem for Ranger S

The 4-inch fat tires provide plenty of confidence for riding over any surface. We managed to take the Ranger S up a gravel hill without losing traction.

Front fork suspension is also a welcome sight. Not all e-bikes have a suspension of any kind, but Ranger S is meant for more than flat pavement, so suspension is a must.

Riding over cracked and broken pavement destroyed by tree roots growing underneath was still bumpy but not difficult or overly disruptive. Our iPhone sits in a MagSafe stand held in by rubber bands, and it wasn’t in any danger of flying out from the force of the bumps.

Folding the bike can be awkward due to its size and weight. And once folded, there isn’t a mechanism to keep it folded closed.

It can be quite the task moving this bulky object even a few yards, thanks to the size, weight, and tendency to try to open the hinge while moving. We’ve found that the wheels can roll when positioned right when folded, which can help.

We were surprised to discover the Ranger S fit in the back of our Honda HR-V without any issues. The back seats could stay upright, and nothing was pinched or forced into place.

Fold to fit Ranger S into tight spaces

Fold to fit Ranger S into tight spaces

A Honda HR-V is a mid-sized crossover smaller than the full-sized SUV Honda CR-V. So, unless you’re in a sedan, there’s likely space for the Ranger S.

The saddlebag connects via a series of buckles that can be tightened to fit. The problem is the bag can rub against the rear tire or even the chain if it isn’t set just right — so we’d have preferred a more custom fit.

The 750W motor passed our usual hill test — it could pull me up with some minor effort pedaling. Also, having a throttle to get started from stops will never not be an excellent option for riders.

No need to sacrifice power for storability


The last e-bike we tested with fat tires and a heavy-duty frame was excellent but gigantic. Parking it in our living room required a lot of dedicated space.

Heybike Ranger S can handle rough roads and be stored in small spaces

Heybike Ranger S can handle rough roads and be stored in small spaces

The Heybike Ranger S has been a very different experience. When we’re done riding, it can be folded and placed in a corner of our bedroom without much thought.

When it’s unfolded, it becomes a robust bike that’s comfortable to ride and looks good too. It checks all the boxes: foldable, storable, and capable of climbing these steep Tennessee hills.

Heybike Ranger S e-bike — Pros


  • 750W motor doesn’t flinch at hills
  • Foldable frame opens up more opportunities for storage and travel
  • Easy to ride with confidence thanks to suspension and fat tires
  • Excellent hydraulic brakes mean fast stops and more control on descents
  • Bright lights and signals on all sides
  • Physical controls for the win

Heybike Ranger S e-bike — Cons


  • Heavy — trading wight for storability
  • Awkward to move when folded
  • More moving parts means more opportunity for failure or loosened cable connection

Rating: 4 out of 5


Foldable e-bikes have been popular for a while but come with some tradeoffs. While this form factor and feature set works for us, it isn’t for everyone.

The Ranger S will be great for commutes that don’t have perfectly paved routes and for those who need to carry some cargo. Others may opt for a lighter, smaller frame with smaller tires.

Where to buy the Heybike Ranger S


Get the Ranger S direct from Heybike for $1,499. The saddlebags are an optional add-on that normally costs $79 but are on sale for $39.



https://www.sickgaming.net/blog/2023/09/...-tire-fun/

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  News - Feature: Digital Doppelgangers – Home Vs. Handheld Adaptations In The 2000s
Posted by: xSicKxBot - 09-18-2023, 02:07 AM - Forum: Nintendo Discussion - No Replies

News - Feature: Digital Doppelgangers – Home Vs. Handheld Adaptations In The 2000s

The Urbz Sims in the City
Image: Nintendo Life

When I was working on my MFA in Game Design, I referenced Urbz: Sims in the City in a meeting with my thesis advisor, and he asked if I had played the console or the handheld version. I was confident that I’d played the console version growing up. I could recall the memory quite clearly—sitting against a study pillow on my childhood bed with the controller’s too-short cord pulled taut against the GameCube across the room, furiously speeding through the game in an attempt to finish every goal before Hollywood Video’s three-day rental period elapsed.

It’s hard to explain the cognitive dissonance I felt when my advisor started talking about in-game material that was completely unknown to me, that was certainly not what I remembered playing but had an eerie sameness to it, like the game I knew but in an alternate reality.

After that meeting, I got my hands on a copy of Urbz for my GameCube and booted it up. I was interested in the minigames I loved playing as a kid and wanted to take some notes for my thesis. The game loaded to a cinematic I’d never seen of a sim with big purple hair walking around a city in low-cut jeans trying to impress club bouncers with aerial dance moves. I launched the character creator and it was obvious that this was a different game than I remembered. The graphics alone were in a completely different ballpark, let alone the comparatively rich selection of hair and clothing options.

When I tracked down a copy of the handheld version of Urbz, everything came into focus. It was the game that I remembered— blocky graphics, ridiculous minigames and all. It turned out that I had played Urbz on my GameCube as a kid but only by way of the Game Boy Player, a genius contraption that clipped to the bottom on the GameCube and enabled play of Game Boy and Game Boy Advance games right on my TV screen.

Double take



Urbz was far from the only title in the early 2000s to have distinct versions for handheld versus home consoles. 2001 was a big year for Nintendo with the release of both the Game Boy Advance (GBA) and the GameCube. These cousin consoles shared a library of titles that, despite sharing a name, were often completely different experiences depending on what console you played them on. Tony Hawk had multiple major releases during the PS2/Xbox/GameCube generation, including Pro Skater 3 and 4, the first two Underground games, and American Wasteland/Sk8land. Two of my all-time favorite games on the GameCube, SSX Tricky and Super Monkey Ball, had GBA ports that met with varying approval in comparison to their home console counterparts.

Games with handheld ports like SSX Tricky made the GBA experience feel like a consolation prize in lieu of the real deal on the GameCube

Taking a game from the console to the less-powerful handheld could be compared to a translation of sorts, like bringing a book to the screen or envisioning a game as a television series, either keeping as faithfully to the original as possible or making adjustments to suit the new format. The GameCube’s Super Monkey Ball received a port to the GBA under the name Super Monkey Ball Jr. about a year after its console launch. Super Monkey Ball Jr. includes levels that are direct ports from the console version and some that were made in particular for the handheld version. The mechanics are largely the same between the two games, but the GBA of course isn’t blessed with an analog stick like that on a GameCube controller which made for much more difficult navigation on the handheld version.

The Game Boy Advance outsold the GameCube by an incredible amount — 81.51 million units versus 21.74 million — a dichotomy in sales trends for Nintendo’s home and handheld consoles that continued into the Nintendo DS and Wii era, albeit with Wii closing the gap. Yet, many games that were made available for both the GameCube and GBA were clearly designed with the home console in mind. That’s why we have instances like SSX Tricky, where the handheld version is a severely watered-down, nearly impossible-to-play facsimile that stubbornly attempts to recreate the console levels and mechanics with far worse graphics and frame rate. Games with handheld ports like SSX Tricky made the GBA experience feel like a consolation prize in lieu of the real deal on the GameCube.

The games that came out of this era of development say a lot about the capabilities of different platforms at the time, but also speak to who the intended audiences were for console versus handheld gaming.

Take Urbz, for example. The handheld was rated ‘E for Everyone’ and had more of an action-adventure feel to it in terms of genre. The console version of Urbz was rated ‘T for Teen’ and frankly pushed at those boundaries with social interactions like ‘Strip Tease,’ ‘Grab Booty,’ and ‘Suck Face.’


The handheld ports for both SSX Tricky and Super Monkey Ball can be said to maintain the spirit of the console versions they’re derived from, showcasing the upsides and potential detriments of such an approach. Urbz falls into a different category, almost more adaptation than translation. At this point, I’ve logged dozens of hours in both versions of Urbz, and they are two games that feel like they’re drawing from a shared idea and source material instead of one game based on the other.

The same but (very) different


[embedded content]
There was also a DS version of The Urbz, which had a few additions and used the touchscreen for menus

Their shared elements, like minigames, reputation, social groups, and goal-oriented plot lines make them seem like similar games on paper, but in reality they couldn’t be more different.

You start out earning money by squeegeeing windows while dodging bird poop.

In the handheld version of Urbz, I was tasked with taking down harmful capitalistic forces as represented by the comically evil character Daddy Bigbucks. Goals are a big part of the home console’s Urbz as well, but they’re more formulaic. Everything is geared towards getting the right clothes, impressing the right people, and progressing into more and more neighborhoods as your reputation increases.

The minigames in both versions center around making money. Whether you’re earning cash as skateboarder, model, or piercing manufacturer in the home console version, the same mechanic is always present: hitting a series of four buttons in the order shown to boost your performance as quickly as possible.

The handheld version’s minigames are more distinct and are what drew me back to Urbz in the first place. You start out earning money by squeegeeing windows while dodging bird poop. My favorite was always being a comedian where I’d tell jokes to fill up a laugh meter, occasionally promenading to either side of the stage to avoid tomatoes from the crowd.

Urbz on GameCube gives you everything you need to engage in social roleplay, from piercings and tattoos to complete your look to all the bizarre social interactions that help you climb the reputation ladder. Handheld Urbz gives you community and a grand purpose where the social elements are tied into a fairly linear plot. They’re two completely different answers to the same prompt.

Worlds collide


Game Boy Player GameCube
Image: Zion Grassl / Nintendo Life

The Game Boy Player helped to bridge the gap for home console owners who didn’t have a GBA and wanted to be able to play major, handheld-only titles (like the main Pokémon series). I don’t even have my GBA anymore; I just play all my Game Boy games on my GameCube.

But the prevalence of GameCube games with handheld ports created the possibility for strange experiences like the one that I had with Urbz, especially if we think about porting as a type of translation. Playing a handheld game that is a port of a GameCube game on the Game Boy Player is similar to reading a book that has been translated into one language and then separately translated back into its original language. It’s a bizarre game of telephone that dabbles in the uncanny.

In 2023, there isn’t such a distinct separation as there used to be between handheld and home console gaming. I can take a Nintendo Switch game from my hands to the television without ever having to change out a cartridge. The challenge for developers tasked with making something that worked on multiple systems with entirely different processing capabilities and player experience expectations resulted in some truly iconic games. Today’s developers have their own challenges that continue to lead to gains in the gaming world, but I wonder if we’ll ever see the likes of 2001 again: translations that confuse as much as they delight, doppelgangers that get further from the original the more they materialize, the reflection in the mirror winking just as you turn away.



https://www.sickgaming.net/blog/2023/09/...the-2000s/

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  News - Go-go-gadget gaming in Inspector Gadget – Mad Time Party on Switch
Posted by: xSicKxBot - 09-18-2023, 02:07 AM - Forum: Lounge - No Replies

News - Go-go-gadget gaming in Inspector Gadget – Mad Time Party on Switch

If like us you grew up watching the iconic Inspector Gadget animated series, you’ll be excited to hear about the Inspector Gadget – Mad Time Party release date for the Nintendo Switch. That’s right! This kooky crime-fighter is getting his own detective game.

Inspector Gadget – Mad Time Party is a multiplayer party game set in the world of the Inspector Gadget animated series, created by Jean Chalopin. In this adventure, you must save Metro City from the evil Dr. Claw by using a time machine, but the machine malfunctions, sending you all to the present.

Complete quests and challenges in Adventure Mode to explore the city and take down Dr. Claw, and experience 16 minigames that are fun for all the family. This game even has a family connection as Jean Chapolin’s daughter, Tanis, scored its original soundtrack.

When is the Inspector Gadget – Mad Time Party release date?


Inspector Gadget – Mad Time Party is available now for the Nintendo Switch and other consoles both digitally and physically. The physical copy comes with two sticker sheets and a poster for all you megafans out there.

To celebrate the launch, the publisher Microids has released an exclusive interview with Tanis Chapolin that you can watch below:

YouTube Thumbnail

That’s everything you need to know about the Inspector Gadget – Mad Time Party release date. For more family fun, check out our list of the best party games, or get more into espionage with our list of the best spy games.



https://www.sickgaming.net/blog/2023/09/...on-switch/

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