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  (Indie Deal) Onimusha: Warlords Crackerjack Deal
Posted by: xSicKxBot - 06-02-2020, 10:34 AM - Forum: Deals or Specials - No Replies

Onimusha: Warlords Crackerjack Deal

[www.indiegala.com]
https://youtu.be/ys0V-YC4XY8
The intense swordplay and dramatic revenge story of the best-selling action-adventure classic Onimusha: Warlords awaits. And even more Capcom deals.
Happy Hour: No Pain, No Gain Bundle
[www.indiegala.com]

Stay Inside, Stay Safe and Enjoy Good Games.
Check out IndieGala on Twitter, YouTube & Facebook[www.facebook.com]


https://steamcommunity.com/groups/indieg...4048901157

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  News - After 10 Years Away, The Original “King Of Kong” Is Making A Comeback
Posted by: xSicKxBot - 06-02-2020, 10:33 AM - Forum: Nintendo Discussion - No Replies

After 10 Years Away, The Original “King Of Kong” Is Making A Comeback


The King Of Kong A Fistful Of Quarters© New Line Cinema

Steve Wiebe became a star overnight thanks to the documentary film The King of Kong back in 2007, but for the past decade, he has been content to step aside and allow other players to take their shot at high-score glory.

However, Wiebe – who is now recognised as the first person to achieve over a million points in a public Donkey Kong game – has just announced that he’s coming out of retirement to rejoin the competitive circuit:

After a 10 year hiatus of chasing world records on Donkey Kong and Donkey Kong Jr, it seemed only fitting to get back into the swing of things during all of this madness. Thank you to Jace Hall for reaching out and welcoming me back into the fold. I don’t know what will come of it, but might as well see what I’ve got left in the tank. I’ll try to get streaming up and running at some point, but for now I’ll just be recording practice runs on Donkey Kong. I hope to get a few games of DK Junior in after I’ve accomplished my DK goals. Good luck to everyone in their video gaming pursuits.

Since starring in the 2007 movie, the Donkey Kong world record has changed hands multiple times and is currently held by John McCurdy with a 1,259,000 point score.

Meanwhile, Wiebe’s co-star in The King of Kong, Billy Mitchell, has remained active but was recently stripped of his scores after it was found that some of them were achieved using MAME rather than the original hardware. Mitchell has since said he is taking legal action to clear his name and has stated that he’s aiming to reclaim his previous high score and “let the game die”.

Despite the apparent animosity seen on-screen in The King of Kong, Wiebe and Mitchell have always remained on good terms, as evidenced by this rather heartwarming video posted in 2018:


Thanks to Jason Bennett for the tip!



https://www.sickgaming.net/blog/2020/06/...-comeback/

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  News - Pokemon Go Reshiram: Weaknesses, Counters, And Raid Hours
Posted by: xSicKxBot - 06-02-2020, 10:33 AM - Forum: Lounge - No Replies

Pokemon Go Reshiram: Weaknesses, Counters, And Raid Hours

A new Legendary Pokemon has arrived in Pokemon Go. Reshiram, the cover monster from Pokemon Black, is appearing in five-star Raids until June 16, making this your first chance to capture one in Niantic's hit mobile game. Even a seasoned Pokemon Master needs a little assistance now and then, however, so we've rounded up some tips to help you battle and catch Reshiram below. You won't be able to challenge the Legendary right now, though, as Pokemon Go is currently down for maintenance, but servers are expected to go back up at 6 PM PT / 9 PM ET.

Reshiram Raid Hours

Reshiram will periodically appear in Gyms as a five-star Raid boss until 1 PM PT / 4 PM ET on June 16. These Raids can occur at any time, but you'll receive a notification before a nearby one is about to begin, so you shouldn't have much difficulty tracking a Raid down.

Niantic will also hold a handful of Reshiram Raid Hour events on Wednesday evenings. From 6-7 PM local time during these events, nearly every Gym will host a Reshiram Raid, giving you a much better chance to find the Legendary. You can see the Reshiram Raid Hour schedule below:

Continue Reading at GameSpot

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

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  News - Black Lives Matter
Posted by: xSicKxBot - 06-02-2020, 03:14 AM - Forum: Lounge - No Replies

Black Lives Matter

When words are not enough, only action can bring about change. Taking a stand against systemic racism, injustice, and prejudice is everyone’s responsibility and it begins with education and engagement. Here is a list of suggested organizations that we encourage you to visit and donate to.

We at Bungie are making a commitment to stand up on behalf of our Black community; including our players, developers, fans, and neighbors. Racial injustice surrounds us, and we need to help create positive change.

Bungie is making financial contributions to these organizations and matching the donations made by any of the people on our team. This will not be our only contribution to the fight for justice in our country, and globally. We have a platform, and we plan to use it.

Black Lives Matter.



https://www.sickgaming.net/blog/2020/06/...es-matter/

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  Xbox Wire - Call of Duty Endowment Fearless Pack is Available Now on Xbox One
Posted by: xSicKxBot - 06-02-2020, 03:14 AM - Forum: Xbox Discussion - No Replies

Call of Duty Endowment Fearless Pack is Available Now on Xbox One

In honor of National Military Appreciation Month, the Call of Duty Endowment is releasing a limited pack for your Operator in Call of Duty: Modern Warfare and Warzone.

Call of Duty Endowment Fearless Pack for Modern Warfare including Warzone

Prepare to drop into your next Warzone, Special Ops, or Multiplayer match with a new Operator skin, assault rifle blueprint, universal camo, and more personalization options to show how Fearless you are in game.

Call of Duty Endowment Fearless Pack

100% of Activision net proceeds from the Fearless Pack will go to the Endowment and help with their mission of placing unemployed and underemployed veterans into high-quality jobs.

Full Details on the Fearless Pack

This pack was created in partnership with and inspired by the combat service of Medal of Honor recipient CPT Florent “Flo” Groberg. Born in France, Flo and his family moved to America when he was a teenager and he became a naturalized U.S. citizen in 2001. The Fearless Pack includes a total of 10 in-game digital items:

Call of Duty Endowment Fearless Pack

  • Venerated Mil-Sim Operator Skin – Inspired by the brave men and woman who serve the United States, this Mil-Sim skin is ready for the combat zone.
  • For the Cause Assault Rifle Blueprint – This blueprint kits the weapon to make it an absolute force in close to medium range engagements. The five attachments included are the Scout Combat Optic, which provides a precision sight picture, the Corvus Custom Marksman Barrel, which increases damage range and recoil control, and a trio of attachments that boost aim down sight speed: the FORGE TAC SQS Stock, the Tac Laser, and the Stippled Grip Tape. The rifle is engraved with the date of the event of CPT Flo Groberg’s Medal of Honor actions to honor his fallen comrades.
  • Steadfast Watch– Check the time with an in-game watch. The watch sports the Endowment’s logo on the nylon strap.
  • Stand Out Weapon Camo – Equip the special weapon camo to make any weapon stand out – literally – in your armory.
  • Orange Boonie Weapon Charm– Add an additional flair to your gunplay with the unique weapon charm, which should remind you to always check those corners.
  • Calling Cards (2) – Demonstrate your veteran support with either of these animated calling cards. Equip calling cards in Identity within the Barracks menu.
  • Emblems (2) – Personalize your identity with two Call of Duty Endowment emblems, both of which are animated.
  • Spray – Want to spray your support in-game? Rep the Endowment and leave your mark wherever your Multiplayer battle takes you with a spray that features the Call of Duty Endowment logo.

Support veterans today and don’t miss out on the Fearless Pack, available to purchase for a limited time only in-game and in the Microsoft Store.

Call of Duty® Modern Warfare® – C.O.D.E. Fearless Pack


Activision Publishing Inc.

8

Support our military veterans by purchasing the Call of Duty Endowment (C.O.D.E.) Fearless Pack for Call of Duty®: Modern Warfare® and Call of Duty®: Warzone, created in partnership with and inspired by the combat service of Medal of Honor recipient CPT Florent ‘Flo’ Groberg. The Endowment provides grants to not-for-profits in the US* and registered UK charities which place veterans in the US and UK into high quality civilian jobs. By purchasing this pack, you will directly contribute to the Endowment’s mission. The full purchase price for this special item, less VAT, will be donated to the Call of Duty Endowment (EIN: 37-1589072)*. This is a limited time offer and this special item will be withdrawn from sale once $3 million has been raised globally for the cause. Pack includes: – 1 Operator – 1 Assault Rifle Blueprint – 1 Camo – 1 Watch – 1 Charm – 1 Spray – 2 Calling Cards – 2 Emblems *For more information please see https://www.callofdutyendowment.org/partners. This pack is not cross-platform supported and may be accessible on Xbox One only. © 2019-2020 Call of Duty Endowment. © 2019-2020 Activision Publishing, Inc. CALL OF DUTY is a trademark of Activision Publishing, Inc. All other trademarks and trade names are property of their respective owners.



https://www.sickgaming.net/blog/2020/05/...-xbox-one/

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  News - Obituary: Darklands creator Arnold Hendrick
Posted by: xSicKxBot - 06-02-2020, 03:14 AM - Forum: Lounge - No Replies

Obituary: Darklands creator Arnold Hendrick

Gamasutra has learned that Arnold Hendrick, creator of MicroProse’s 1992 RPG Darklands, has passed away at the age of 69.

The news comes by way of RPG Codex and a Facebook group for former MicroProse employees. Former MicroProse artist Matt Scibilia informed the group that Hendrick passed away on Monday May 25th, after an apparent battle with terminal cancer.

Darklands has been credited by RPG developers such as Todd Howard and Josh Sawyer for inspiring their own role-playing experiences. Howard even credited the game as being a major inspiration for the Elder Scrolls series. For Sawyer’s part, he helped interview Hendrick in a retrospective discussion about Darklands, and has done numerous breakdowns of the game.

In his later years, Hendrick left a number of insightful comments here on Gamasutra that you can find here.



https://www.sickgaming.net/blog/2020/05/...-hendrick/

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  News - Don’t Miss: A look back on the usefulness of video game manuals
Posted by: xSicKxBot - 06-02-2020, 03:14 AM - Forum: Lounge - No Replies

Don’t Miss: A look back on the usefulness of video game manuals

Manual as Reference

When writing a manual, always remember that it is a reference work. Almost nobody reads the manual before they play the game. Instead, gamers play first then refer to the manual as they encounter confusing situations. Some people check the contents first, others the index, but eventually all start flipping through the pages, looking for a familiar screen shot, term or chapter heading.

Good manuals are designed to make reference easier. Bad manuals implicitly assume the reader will start at the beginning, read the whole manual, and then play the game. The largest cause of useless manuals is over-linear writing that buries what the gamer wants in endless pages of dense text, then demands the reader plow through it before anything is intelligible.

Think Visually

When writing the manual, imagine a gamer flipping through the booklet, looking for the specific screen, control or concept. The more visual “reference points” you provide, the faster they can “home in” and get what they need.

Use screen-shots with call-outs: This means a picture of the screen with each part clearly labeled. labels should be outside the picture, with lines or arrows pointing to the appropriate screen area. Labels superimposed on the picture obscure the contents underneath, and are easily mistaken for on-screen graphics!

For example, the frequently excellent Railroad Tycoon II manual has dozens of screen shots, but only one with a label, and that a mere four letter code inside the picture! This causes excessive verbosity in screen descriptions, as individual graphics and icons are described in painful detail. Furthermore, the lack of call-outs made it east to miss useful information, such as the Oil, Sand and Water gauges on the Instrument Panel on the train detail Screen (to retain the unfortunate capitalizations used there). Worst of all, the call-outs that did appear are meaningless letter codes, rather than immediately useful words or phrases.

On the other hand, Jane’s F-15, one of the most complicated flight simulators ever made, has screen shots with call-outs every second or third page. With these, mere mortals have some chance of mastering avionics far more complicated than anything in RRT2.

Jane’s game manuals feature a bounty of screenshots, with many callouts indicating the function of various on-screen indicators.

Control illustrations: Console games with standard controllers always benefit from a “controller diagram page” with call-outs to each button and control device. Console game licensors normally provide standard versions of this illustration. Most require manuals use their standard terms for each button or control device, which promotes easy recognition and understanding.

PC games have a mouse and keyboard. Ideally, a well-designed Windows 9x game has every action available through mouse control. This means it can be illustrated with a menu, dialog, or button, even if a screen shot is unavailable or inappropriate. Unfortunately, many game designers are still stuck in the DOS mentality of keyboard-only inputs. Such games demand a fold-out keyboard diagram, while mouse- capable games with full compliment of keyboard shortcuts also benefit from a separate keyboard diagram.

Separating the Parts:
Operating Instructions, Hints and Background Data

Gamer questions or problems frequently involve how to operate something or interpret a screen. Later and separately, devoted fans seek background or data that helps them to be more successful. Therefore, a well-organized manual should separate information into three distinct sections: operating instructions, hints & background, and finally data (usually data tables).

Many writers find it more convenient to place the hints, suggestions, background, and data alongside operating instructions. Unfortunately, this simply conceals important basic information amid thickets of prose. Remember, the initial questions of most gamers involve operating instructions. Keeping these in one place, uncluttered and succinct, is well worth the effort.

In compact manuals, placing operating instructions right at the front is often the best policy. One admirable approach in its utter simplicity was Tomb Raider II‘s one-page list of the game controls, placed right after the table of contents. The authors rightly assumed that this “cheat sheet” of controls would answer most questions.

In complicated game manuals (tomes), most authors can’t resist the temptation to provide background information along with the controls. They know gamers will want advice and help, and they know the developers/publishers need to rationalize certain decisions. The temptation to conveniently mix it all together can seem irresistible. Well, resist it. Such mixtures complicate a gamer’s referencing, which makes a complicated game seem that much more complex.

Operating instructions must be clear and to the point. Information is easier to reference when it is neatly tagged, described and categorized. For example, in a combat jet flight simulator, descriptions of the multi-mode radar system can be dauntingly complex. The best solution is screen shots with call-outs to start the operating instructions, then a description for each call-out, then a description of what each applicable control does on that screen. Even if many modes share the same control, it is best to list each applicable control so the user understands what could be done. To avoid too much redundancy, the control description could be brief, with a reference to another page for details.

Detailed explanations of bar scans, refresh rates, and other electronic concepts do not belong in the operating instructions. These should be placed in the background & hints section, where the player can take Radar Systems 101 at their leisure. Naturally, the operating instructions will reference this section, so the player who really wants to understand more knows where to look.

Finally, neither of the above is where the game should list which radars are in which type of plane, or their technical specifications. All this is found in tables within the data section.

One of the most perplexing problems in manual writing is where to place game rules. That is, information about how the game works inside (i.e., within the software). In general, internal operation should be left to the background & hints and data sections. Alas, sometimes internal rules change how controls work, or even disable some while invoking others. In this case, a brief mention of the rule is appropriate, often with a reference for more information.

For example, the following would be appropriate in a strategy wargame. “You cannot choose Fire if the unit has no ammo (see Ammo Indicator on page 21, and logistics: Ammo on page 187, and Ammo Load Tables on page 205 for details).” Notice that a screen call-out was referenced, as well as background and data tables.

In some cases a competent description of game operation demands a rules explanation at that point. A common example is startup and configuration options. The user wants the manual to tell him exactly what occurs in each option. It is more sensible to oblige him, rather than make the entire section a series of references to pages in a “Background & Hints” section.

Procedural Organization

Within the operating instructions part of a manual, the best way to organize the material is procedurally. That is, the screens and controls first encountered by the gamer appear first, followed by the next screens and controls, etc. Those seen last, or very infrequently, should be at the end of the operating instructions section.

The primary exception is compact manuals. Here the gamer may be better served by an immediate presentation of the screen with call-outs, and/or a controller with call-outs. Startup options and other esoteric details can follow.

Rules vs. Examples

A cardinal rule in operating instructions is that any example must clarify a general rule, but never be a general rule. Lazy writers often use examples to present a concept or operating procedure. Unfortunately, when the gamer looks up the concept, they must wade through the entire example, then try to infer the general truth that might apply to their case. Rule through example greatly complicates the reference task, while an inappropriate example yields nothing but a hopeless puzzle.

Crafting a short, clear, general-purpose explanation to each screen element and each control is a non-trivial task. Given the short time and small funds allocated to most manuals, it is surprising that so many do a good job.

The Indispensable Index

A good index is required for any good manual. Even if gamers start by flipping pages, frustration may eventually send them to the index. The best indexes are always create by humans. Furthermore, it is really quite easy.

To create a good index, read through the manual from start to end. Every time a game-specific term appears, write it down with the page number. Every time a game concept is described, write it down with the page number. similarly note every screen title, every significant option on every menu, and every function with a special dialog or window. When in doubt, add an entry. When you’re done, alphabetize the list and combine all entries for the same word into that word mention followed by all the page numbers. If your word processor can’t alphabetize, import the file to a spreadsheet, which can sort entries alphabetically.

Manual indexing can be supplemented by indexing software. If this is available, use it afterward to catch references and additional indexing terms. Unfortunately, indexing software isn’t smart enough to detect concepts as well as words, since the software isn’t trying to understand the text. For that reason, indexing software an be a false crutch if used before you create one through reading.

Indexes are best done after the graphic arts person or team has set up the manual using desktop publishing software. Attempts to build indexes early, with hidden links within the word processor, invariably take more time than they save. On the other had, a game-specific style guide can be a gold mine of index material (see Style Guides, below, for details).

Structuring Sidebars

A sidebar is a short, self-contained article, often accompanied by a single picture or illustration, that appears next to the outside margin of the page. On narrow pages they sometimes appear at the bottom or top, instead of along the side. Pioneered by new magazines in the 1970s, sidebars were designed to present interesting ancillary information that relieves visual boredom in long text articles. They provide both a visual and intellectual “change of pace.” Sidebars work poorly on pages with large illustrations, such as screens with call-outs.

In the operating instructions section, sidebars are most effective in presenting a larger example of play, especially examples accompanied by an illustration.

In the “Background”, “Hints” and “Data” sections, sidebars typically contain incidental bits of historical interest, odd facts, or even sections of short fiction that support the game environment. For example, an RPG manual might have a series of sidebars, each with a different entry form a fictional adventurer’s journal. The Railroad Tycoon II manual has a different, dated historical tidbit in each sidebar, with one on every page except chapter starts.

Boilerplate Text to Include

Every game must include certain legal statements regarding copyrights and trademarks. In addition, almost every reputable publisher includes a legal statement about terms of use. Often this is the infamous “warranty.” Reading the fine print, you discover its real purpose is to prevent the user from presuming that any warranty, implied or actual, really exists!

A good manual writer allocates appropriate locations for these materials, or actually paste in the latest text, depending on the publisher’s preference. Also remember to insert correct trademark and copyright statements in the appropriate spots, usually on the front and back of the title page. Unless specifically told, do not expect the publisher to automatically insert legal materials. Remember, if the publisher forgets, they invariably blame the author.

Detailed game credits should appear in the manual unless publisher policies prevent it. The best location is near the back, after any design notes and before the legal boilerplate glossary and index. Of course, certain egotistical developers and/or publishers may require the credits up front, before or immediately after the table of contents.

An Example of Tome Organization

Organizing a manual, especially a tome, is easier if you start form a well-tested pattern. The following general outline should serve most adventure, RPG, simulation and strategy games for PCs:

  1. Title Page
  2. Table of Contents
  3. Introduction
    (If the publisher demands up-front hype for the game)
  4. Tutorial
    (Ideally designed to accompany a software tutorial)
  5. Game Operation
    1. Game Startup & Initial Options
      (Describes what each option means or does)
    2. Game Action
      (Subdivide by screens or concepts as appropriate)
    3. Game Results
      (Especially unique post-action screens and/or options)
  6. Background
    (In sections appropriate to the subject matter)
    (Information about various internal game rules and logic) (Hints about good play, strategies, tactics, etc.)
    (Historical background or fictional storylines)
  7. Game Data
    (Charts and tables of internal data useful to players) (Equations or formulae that might help players)
  8. Designer’s notes
    (A short history of the game’s development)
  9. Credits
  10. Legal Statements
    (Warranties, etc.)
  11. Glossary
  12. Index


https://www.sickgaming.net/blog/2020/05/...e-manuals/

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  Optikon Love2D Level Editor
Posted by: xSicKxBot - 06-01-2020, 11:41 PM - Forum: Game Development - No Replies

Optikon Love2D Level Editor

Optikon is a free Windows based ( Mac and Linux can run via Wine ) level editor that takes a WYSIWYG approach to creating game levels using the Lua powered Love game framework.

Details of Optikon from the website:

Drag and Drop Level Design


Optikon is a simple drag-and-drop level designer which makes stunning 2D level design in LÖVE possible for everybody.
Optikon generates Lua code in real-time as you create your level, so that you don’t have to write a single line of code. Simply copy and paste this code straight into a .lua file to run your game, or click “Run” in Optikon to play your level in an instant.

Built-in Code Editor


Optikon comes with a built-in Lua code editor so that you can do all your level design and coding in one place. The code editor comes with automatic Lua syntax highlighting to help boost your productivity.

Quick & Versatile Level Design


Optikon will give you the tools and performance needed to easily build large and complex levels. Add rulers as a visual aid, layer and quickly duplicate components to speed up level design.

Optikon is ultimately a code generator, creating Lua code for the Love framework.  If you want to learn more about Lua and Love, check out our complete tutorial series available here.  To see the Optikon editor in action be sure to check out the video below.

GameDev News Design




https://www.sickgaming.net/blog/2020/06/...el-editor/

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  Mobile - Looks like a Slay the Spire mobile update is coming soon
Posted by: xSicKxBot - 06-01-2020, 11:41 PM - Forum: New Game Releases - No Replies

Looks like a Slay the Spire mobile update is coming soon

Details on Slay the Spire‘s mobile release date have been thin on the ground since game developer Mega Crit Games revealed it would be delayed past 2019 late last year. That could all be set to change, however, as one of the developers working on the project reveals we should get an update soon.

Anthony Giovannetti replied to someone on Twitter late last May explaining that an update “should” arrive this month. “We should have an announcement on mobile within the next 30 days,” he explains. That was tweeted May 22, so if you want to get super technical about it, you could say we should hear something by June 21. That said, you never know what might happen with unforeseen circumstances, so it’s probably best to sit tight.

Our last update from Mega Crit games came back in January after the developer told another fan that the mobile port was going “through the QA pass” and was “solely in our publisher’s hands at this point”. The final QA process in games development can take a while, but we should hopefully get a better idea of when we can play Slay the Spire on iOS and Android soon.

In case you’ve yet to play Slay the Spire, it’s a rogue-like card battle that fully launched on PC in 2019. You try to make your way up the titular tower, battling hordes of goons as you go. There’s no room to get used to things, though, as the tower will change each time you die – so you’ll need to be good at thinking on your feet.

If that sounds like your kind of thing, then you can check out our guide on the best games like Slay the Spire on mobile to get a feel of what it might play like once it comes out. There’s a fair few games you can choose, from Dimensions of Dreams to Meteorfall: Journey.



https://www.sickgaming.net/blog/2020/06/...ming-soon/

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  AppleInsider - Apple slashes iPhone prices in China ahead of online shopping festival
Posted by: xSicKxBot - 06-01-2020, 11:41 PM - Forum: Apples Mac and OS X - No Replies

Apple slashes iPhone prices in China ahead of online shopping festival

Apple, in partnership with Chinese internet vendors Tmall and JD.com, has slashed iPhone prices ahead of a regional online shopping festival dubbed “6.18.”

As noted by CNBC, iPhone prices on Apple’s official Tmall store have dropped significantly in the lead-up to 6.18. Identical rates are reflected by authorized Apple reseller JD.com.

For example, a 64GB iPhone 11 is now going for 4,779 yuan ($669.59) on Tmall, a 13% savings off the original 5,499 yuan price tag. The flagship iPhone 11 Pro starts at 7,579 yuan, down from 8,699 yuan, while the iPhone 11 Pro Max can be had for 8,359 yuan, a 13% savings on the original 9,599 yuan. Apple’s budget-minded iPhone SE also benefits from a price drop from 3,299 yuan to 3,099 yuan.

JD.com is offering more aggressive discounts starting with the 64GB iPhone 11, which sells for 4,599 yuan. Apple’s iPhone 11 Pro and Pro Max are priced at 6,99 yuan and 7,499, respectively, while the iPhone SE is down to 3,069 yuan with discount. Prices may vary as the online seller might change discount offerings on a daily basis.

Other third-party resellers are also slashing prices on Apple hardware, products that rarely go on sale, let alone new devices like iPhone 11 and iPhone SE.

Beyond its official Tmall store, Apple itself is not participating in the festivities and prices remain constant on the Chinese online Apple Store.

The surprise savings event comes as Apple and other manufacturers scramble to rebuild sales momentum after a dismal first quarter was plagued by complications stemming from the ongoing coronavirus pandemic. From the supply chain to retail, the virus severely impacted Apple’s business strategy during the three-month period ending in March.

According to Apple, iPhone generated $28.96 billion in revenue during the company’s second fiscal quarter of 2020, down from $31 billion in 2019. Poor demand in China was partially to blame for the contraction, executives said during a conference call in April.

The tech giant managed to beat expectations and finish the punishing quarter up 1% year-over-year in large part thanks to services and wearables, two categories that are becoming increasingly important to the company’s bottom line.



https://www.sickgaming.net/blog/2020/06/...-festival/

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