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Wipeout-Style Racer ‘BallisticNG’ Cancelled For Switch Following Unity’s Policy Changes

BallisticNG
Image: Neognosis

Back in 2021 we were excited to see that the Wipeout-style sci-fi racer BallisticNG would be speeding onto Switch in the future. Well, a couple of years down the line, developer Neognosis has announced that the Switch port is now cancelled as a result of last week’s controversial policy changes from Unity (thanks, VGC).

As a brief recap, Unity last week announced plans for a ‘Runtime Fee’ policy, which would effectively charge development studios each time a game made using the Unity engine was installed. This was met with instant backlash, of which BallisticNG’s Switch port cancellation is but one example, and the plans were later changed in the aftermath.

Neognosis took to the game’s Steam page to share the sad Switch news, stating that the lacking “trust and security” that has come about following the policy’s announcement has meant that the studio will not be moving ahead with the proposed plans.

It comes with much frustration and disappointment that we’re announcing the cancellation of the Switch version. Several years of development has gone into preparing BallisticNG technically for the port while maintaining the usual output of updates for the PC version

We’re sorry that it has turned out this way, and we’ll be looking at working with the console (or the rumoured Switch 2) in a future project not bound by Unity.

BallisticNG will still receive support on Steam, the developer has noted, though it is looking into other engines to use for its future projects. For more information, be sure to check out the developer’s full statement here.

Despite Unity recalculating the proposed policy changes, we would be surprised if we didn’t hear more news like this from smaller studios over the coming weeks. Here’s hoping that the Wipeout-like racer will be able to speed our way in the future, one way or another.

Were you looking forward to BallisticNG on Switch? Let us know in the comments.

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Poll: Have You Come First In F-Zero 99 Yet?

F-Zero 99
Image: Nintendo Life

When Nintendo surprised its community with the release of F-Zero 99 on Nintendo Switch Online, we honestly weren’t quite expecting it to be as good as it is. And yet, demonstrating a clever twist on the classic SNES title, it wound up being what we’d argue is the best of the ’99’ range on Switch, calling it a “brilliant take” in our review.

Now that the game has been out for nearly two weeks, we suspect that many of you have honed your racing skills considerably and have maybe even snatched 1st place on the odd occasion. We’d love to know for sure though, and it seems Nintendo itself does too.

So, we’ve devised a short, snappy poll to find out whether or not you’ve managed to come in first place yet. It’s not an easy feat, either, so if you’ve been struggling to climb the ranks since launch, then be sure to check out our guide which contains a multitude of beginner and advanced tips that’ll surely give your vehicle a much-needed boost.

Leave a comment below with your thoughts on F-Zero 99 so far. What’s your favourite track? Most frustrating moment? Let us know.

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Mineko’s Night Market review – you can’t resist the toebeans

Mineko’s Night Market has been on my radar for a long time – over two years, in fact. Back when I first started working on Pocket Tactics, I remember falling in love with my first glimpses of the game and telling my team that I would love to review it when the release date came around. So it feels pretty satisfying to sit here after so much time has passed, finally able to dive into a Mineko’s Night Market review.

But, with a long wait comes a build-up of anticipation and expectations – so does the game live up to the hype? Well, I may be a tad biased due to Mineko’s Night Market checking most of my boxes, but I genuinely love this game. It’s simple and charming, with a fun sense of humor, a touching narrative, and a relaxing yet engaging gameplay loop, all making for a very enjoyable little title with heaps of personality.

Mineko’s Night Market describes itself as a narrative-driven, social simulation adventure that celebrates Japanese culture, and it certainly delivers on that front. The story follows a young girl called Mineko, who moves to a small island with her dad. However, there are strange goings on happening on this island – and she soon finds herself in the middle of it all.

The island was once populated by many cats, as well as the Sun Cat, Nikko – a giant cat who lived atop Mt. Fugu and watched over the people below. However, with Nikko seemingly gone, the island is now a shell of its former self, and many of its inhabitants don’t even believe he exists – that is, except for Bobo, who immediately befriends Mineko and invites her to help prove Nikko’s existence.

YouTube Thumbnail

Finding evidence of Nikko and returning the island to its former glory isn’t an easy task, as there are heaps of mysterious agents poking around – and they’ve even captured all the cats in cages. But one night, Nikko visits Mineko, and she embarks on a mission to not only free all the captured cats and help build the island back up, but to also help Nikko return to his home on top of Mt Fugu.

The narrative is utterly adorable, and I absolutely love the references to Japanese mythology throughout. The characters are also wonderful, from adults like Mineko’s dad and Hank the Hunk to the other kids like the initially antagonistic Miyako and boyband-obsessed Hana. The dialogue you share with them is charming and even insightful at times, with playful quips and jokes, sweet little anecdotes, and endearing backstories. There are also some truly moving moments throughout, exploring themes of friendship and belonging in a really touching way.

The main gameplay revolves around a weekly calendar. Throughout the weekdays, you can explore different areas, collect resources, craft items, and complete quests. On Saturday evenings, it’s time for the titular Night Market, where you sell your wares and take part in events to increase the market’s level and, ultimately, help it flourish into the iconic attraction it used to be.

Mineko's Night Market review - Mineko standing by a bridge and a zen garden in Nikko's temple

You travel to different locations by going to the bus stop outside of your house. There isn’t a usual clock, so you can spend as much time in each area as you like, but time passes when you return from a location. Buses only run during the day and evenings, so you can visit a maximum of two locations a day, but you can explore them and gather items to your heart’s content, as long as you have the stamina for it.

Speaking of stamina and hearts, you only have one heart’s worth when you start the game. Harvesting or collecting items takes a set amount of stamina, from picking up a hairball or a flower, to chopping wood or mining rocks. You can eat or drink in order to restore stamina, with drinks and small snacks generally giving you half a heart and larger meals like yakisoba or sushi to-go giving you a full heart, but you can only eat or drink three items a day – so generally it’s best to splash out and buy the to-go meals rather than the cheaper ramune.

This feels a little restrictive at first, but as you progress through the story, you gain additional hearts so you can complete more tasks in a day. Also, each consumable gives you a cute little message when you use it, which is a nice added detail.

Usually, on your first visit to a new location, it’s infested with agents – and a few of the locations require you to have bought a tool from Hank’s Tool Shop before you can go there at all. Once you arrive, in order to unlock the location fully and progress further, you need to get past the agents, free a set amount of captured cats, and then complete a final task such as locating a Nikko artifact, disconnecting a comms tower, or destroying a supply crate.

Mineko's Night Market review - Mineko saving a cat from three sleeping agents

In these sections, you have three ‘lives’ (noted by little Mineko head icons at the top of the screen). If you step in front of an agent’s flashlight, you lose a ‘life’. If you lose all three ‘lives’, you have to start the sequence again. Getting past most of the agents is generally a case of timing – wait until they move out of the way, then sprint through to get to the caged cat. However, there’s some variation that requires a bit of puzzle-solving or even bribery.

While these sections are all the same at their core, they still offer enough variety that you sometimes need to stop and think, and I find them very enjoyable. You also get a very satisfying moment when you manage to free all the cats and push the agents out of the area, allowing you to see it with all its flowers, resource points, and kitties out in the wild again. Oh, and how could I forget? Each location generally has a bunch of cats sitting around. And, yes, you can pet them – it doesn’t even cost any stamina to do so.

Some kitties just change position when you pet them, while others follow you around in a cute little kitten conga line until you leave the area and go home. The follower kitties sometimes get in the way, especially if you’re collecting items off the floor, meaning you may end up petting a cat rather than collecting an item – but honestly, as a cat mom, that’s pretty much my real life anyway, and due to the lack of stamina required to pet cats and there being no time limit in each location, there’s really no harm done.

Outside of picking items up on the floor, such as flowers or hairballs, the resources you collect each have their own sort of minigame. For example, mining rocks and chopping trees requires you to hit a button at the right moment, hold it, and release it when the marker is in the right place.

Fishing is another simple, quick-time-esque gathering game, where you need to wait until the fish pulls the lure down, then hit the button to real. Pretty much every resource you gather is useful for crafting, but you can also submit certain items to museums. Once you submit enough items, the museums get a makeover and open to the public, once again helping the island to expand and earning you some nice items.

Mineko's Night Market review - a screenshot of Mineko during the sewing craftbench minigame

Similarly, different crafting benches have their own minigames, too. These range from simple – such as hitting a button when the marker is hovering over the right section to cut a stem on the flower craftbench – to a bit more complex – such as guiding a paint brush around a map on the art craftbench or following a pattern with a sewing machine on the sewing craftbench. If you pull it off perfectly, you get a perfect item, which is worth more money. If you do well but don’t get it exactly right, you get a normal item. And, if you completely mess up, you get a garbage item that isn’t worthy of selling at all.

As mentioned earlier, the main purpose of crafting is to have stock to sell at the Night Market on Saturdays. However, you can also sell items at shops throughout the week if you need a bit of extra cash to buy some food, or a new tool or craftbench. You also get villager requests, where different characters ask for specific items – initially, these are usually food items, though later, they start asking for specific crafted items.

Completing village requests increases your relationship with the characters and is a great way to unlock new recipes or receive items. Though you can also unlock recipes through bottles that you catch while fishing, this is a nice incentive for you to cultivate friendships with the different characters around town, contributing to a nice level of world-building that feels very wholesome. It’s also very satisfying when you get the chance to give the villagers items that they then use to kit out their house, sprucing the island up even further.

When you get used to these different elements, it’s easy to fall into a comfortable rhythm, visiting certain locations throughout the week to top up your resources, crafting the items that sell the best, and then turning up to the market to make a big profit. But, with frequent new locations and story developments, this gameplay loop doesn’t get stale too quickly, and there’s always something new to do. However, if you prefer to take things slow, there’s no real time limit, either. So you can spend as many weeks as you want gathering and crafting before progressing on to the next part of the story.

Mineko's Night Market review - a screenshot of the end of a cat race during the Night Market, showing Mineko and Bobo sitting on cats in front of a stage

Visually, Mineko’s Night Market is equally as beautiful. It adopts a simplistic, 2D picture-book aesthetic with lovely elements that nod to iconic Japanese artwork such as Hokusai’s The Great Wave off Kanagawa. The colors are varied yet somewhat muted, adding to the soft, relaxing vibe of the world, and everything feels like it’s washed in the golden light of a setting sun.

The music is also lovely, with unique, soothing tracks for the gathering locations and a jazzy, whimsical piece that backs up the espionage-esque sections with the agents, among others. Most of the pieces have a lo-fi vibe, and some even incorporate instruments reminiscent of classic Japanese music. It’s a lovely OST that truly enhances the relaxing nature of the game, and I could definitely imagine myself listening to it as I work in the future.

Outside of that, the sound design for the bulk of the game is unintrusive and fitting. The characters aren’t voiced at all, but to be honest, that doesn’t really detract from my enjoyment at all, especially as, combined with the large speech bubbles, it only seems to enhance the overall pop-up picture-book feel.

I was lucky enough to get my hands on both a Switch version and the Steam beta version, both of which I’ve tested thoroughly and played for hours. When it comes to controls, Mineko’s Night Market feels very intuitive on the Switch. Press one trigger to sprint and press the other to creep. One button for inventory, another for opening your journal, and another for collecting an item. It all feels comfortable and responsive, and I didn’t need to do any remapping for it to feel right.

The Steam version, on the other hand, took me a little while to get used to. While WASD works for movement, the default controls seem designed around using the directional arrows, as left shift is sprint and right shift is creep. You press enter to collect/interact with things, E to open your inventory, and J to open your journal, and the mouse doesn’t do anything at all. Luckily, you can remap the controls pretty easily through the settings menu, and after I got used to my new layout (left shift will always be sprint for me, it’s second nature at this point), I’ve come to find it comfortable and somewhat reminiscent of older PC games from back when I was a kid.

Mineko's Night Market review - Mineko petting a cat by the frozen lake

The performance on the Switch and Steam is mostly comparable. The simplistic art style and animations makes for a smooth and visually pleasing experience on both platforms for the most part, and screenshots even look comparable – which is a rarity for the Switch.

However, the Switch version does have some issues. Load screens are much longer, so you become very familiar with the running Mineko sprite on the bottom right corner. This is especially frustrating when you are going between the craft shop and tool shop in the village, as there’s a load screen for entering and exiting both of the shops, making the act take much longer than it needs to.

There’s also quite a bit of stuttering when you load into a new area or enter a cutscene, with the music cutting out and the characters sometimes freezing. These issues are essentially absent from the Steam version, so keep that in mind if choosing between platforms.

Outside of that, I experienced some bugginess in the HQ where, on the second floor, jumping into a vent to progress to the area where the door code was broken. I couldn’t progress, which meant I had to restart the game and lost my progress for the day. I also had a few buggy moments on the frozen lake, where Mineko would get caught on the corner of one of the frozen, slip-stream-esque sections, but it always worked itself out. This issue seems to be consistent across both the Steam and Switch versions. However, as this is a beta build, I’m cutting the game some slack here – and I have faith that the devs will fix these grievances in the full launch.

Overall, Mineko’s Night Market is a delightfully charming game, and, to me, it was well worth the wait. I know it’s cliche to say, but it really does emit the same coziness present in Animal Crossing games and Studio Ghibli films (specifically My Neighbor Totoro vibes), while also managing to pay homage to a beautiful culture and stand on its own two feet as a unique experience.

Mineko's Night Market review - Mineko and Nikko sitting in a Sakura tree, watching the moon over Mt Fugu, as Mineko says 'we're gonna get you home, Nikko'

It’s simple and certainly doesn’t try to reinvent the wheel, but it’s also very relaxing and perfect for those days where the world feels a bit too much. So, if you’re having a rough time and feeling a bit blue, remember the Night Market is every Saturday, and Nikko is waiting for you.

Right, that’s it for our Mineko’s Night Market review. If this type of game is your vibe as much as it is mine, there are plenty of other titles to explore in our list of the best indie games, cute games, or our top picks for the best Switch games overall. We’ve also got a list of all the ACNH villagers, along with guides to Fae Farm multiplayer, Fae Farm flowers, and Fae Farm Fish.

Mineko’s Night Market review

Mineko’s Night Market is a truly charming little game, full of cute cats, quirky characters, and plenty of chill vibes. Its narrative successfully celebrates Japanese culture, friendship, and belonging in such a beautiful way, and is supported by a simple yet engaging gameplay loop made up of gathering, crafting, and even a spot of espionage. A must for cozy game lovers all over the world, and the perfect way to unwind after a stressful day.

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Sonic Origins Plus Is Getting A Numbered Physical Edition Through Pix’n Love

Sonic Origins Plus
Image: SEGA

Sonic Origins Plus is getting a limited collector’s edition via the retailer Pix’n Love, which will be limited to just 1200 units and will be numbered as such.

Pre-orders for the product will launch on the Pix’n Love website on September 27th, 2023 at 4pm BST, with copies priced at €79.90 (roughly £69).

As for what’s included, all pre-orders will contain a Mega Drive / Genesis snap case in addition to the following:

– The Sonic Origins Plus physical game for Nintendo Switch (includes: a slipcase, a 20-page artbook and a reversible cover).
– A certificate numbered to 1200 copies.
– A brand new 96-page artbook.
– One acrylic plate.
– Four lithographs.
– A large-format cardboard box with screen-printed plastic sleeve.

We’re quite taken with the new art book, particularly if it’s of a decent size and quality. As for the rest? Well, it’s nice, and we’re sure it will appeal to hardcore fans of the franchise.

Sonic Origins Plus Physical
Image: Pix’n Love

In our Sonic Origins Plus review, we said that “there’s no escaping the sense that Sega could’ve done a lot more for this update and chose not to”, ultimately awarding the updated compilation a score of 6/10.

Will you be picking up this limited physical edition of Sonic Origins Plus? Let us know your thoughts with a comment down below.

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5 Best Open-Source LLMs in 2023 (Two-Minute Guide)

5/5 – (1 vote)

Open-source research on large language models (LLMs) is crucial for democratizing this powerful technology.

Although open-source LLMs are now widely used and studied, they faced initial challenges and criticism. Early attempts at creating open-source LLMs like OPT and BLOOM had poor performance compared to closed-source models.

This led researchers to realize the need for higher-quality base models pre-trained on larger datasets with trillions (!) of tokens!

  • OPT: 180 billion tokens
  • BLOOM: 341 billion tokens
  • LLaMa: 1.4 trillion tokens
  • MPT: 1 trillion tokens
  • Falcon: 1.5 trillion tokens
  • LLaMA 2: 2 trillion tokens

However, pre-training these models is expensive and requires organizations with sufficient funding to make them freely available to the community.

This article focuses on high-performing open-source base models significantly improving the field. A great graphic of the historic context of open-source LLMs is presented on the Langchain page:

How can we determine the best of those? Easy, with Chatbot leaderboards like this on Hugginface:

At the time of writing, the best non-commercial LLM is Vicuna-33B. Of course, closed-source GPT-4 by OpenAI and Claude by Anthropic models are the best.

By the way, feel free to check out my article on Claude-2 proven to be one of the most powerful free but closed-source LLMs:

🔗 Recommended: Claude 2 LLM Reads Ten Papers in One Prompt with Massive 200k Token Context

The introduction of LLaMA 1 and 2 was a significant step in improving the quality of open-source LLMs. LLaMA is a suite of different LLMs with sizes ranging from 7 billion to 65 billion parameters. These models strike a balance between performance and inference efficiency.

LLaMA models are pre-trained on a corpus containing over 1.4 trillion tokens of text, making it one of the largest open-source datasets available. The release of LLaMA models sparked an explosion of open-source research and development in the LLM community.

Here’s a couple of open-source LLMs that were kicked off after the release of Llama: Alpaca, Vicuna, Koala, GPT4All:

LLaMA-2, the latest release, sets a new state-of-the-art among open-source LLMs. These models are pre-trained on 2 trillion tokens of publicly available data and utilize a novel approach called Grouped Query Attention (GQA) to improve inference efficiency.

MPT, another commercially-usable open-source LLM suite, was released by MosaicML. MPT-7B and MPT-30B models gained popularity due to their performance and ability to be used in commercial applications. While these models perform slightly worse than proprietary models like GPT-based variants, they outperform other open-source models.

Falcon, an open-source alternative to proprietary models, was the first to match the quality of closed-source LLMs. Falcon-7B and Falcon-40B models are commercially licensed and perform exceptionally well. They are pre-trained on a custom-curated corpus called RefinedWeb, which contains over 5 trillion tokens of text.

You can currently try the Falcon-180B Demo here.

📈 TLDR: Open-source LLMs include OPT, BLOOM, LLaMa, MPT, and Falcon, each pre-trained on extensive tokens. LLaMa-2 and Falcon stand out for their innovative approaches and extensive training data.

👉 For the best open-source LLM, consider using Vicuna-33B for its superior performance among non-commercial options.

Also, make sure to check out my other article on the Finxter blog: 👇

🔗 Recommended: Six Best Private & Secure LLMs in 2023

The post 5 Best Open-Source LLMs in 2023 (Two-Minute Guide) appeared first on Be on the Right Side of Change.

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Share your game achievements with Gamerzilla

Gamerzilla is an open source game achievement system that stores and shares your game achievements. Games use libgamerzilla to easily add achievements. The Gamerzilla library is written in C but bindings exist for other languages.

Two years ago I described how to setup a Gamerzilla server. In addition to the .net implementation, php and python implementations are available. But you probably don’t want to run your own server. Here is an introduction to a public server and the Gnome interface.

Public server

My web server now hosts an instance of Gamerzilla with public registration enabled. To create an account click on the Sign In link on the top right corner. From there click the Register link next to the Login button.

The user accounts collect very little information. Simply enter a username and password. You do not need to enter your real name or email address. As a result, forgotten password is not implemented.

Accounts start as invisible. If you want the public to see your achievements after login, click on your username on the top right of the page and select Make Visible. New users must be approved before they can upload achievements. Currently no indication appears whether you are approved or not.

Getting an achievement

Before you get your first achievement, you need to install the Gamerzilla gnome shell extension with:

sudo dnf install gnome-shell-extension

After installation you will need to logout and log back in. The extension needs to be enabled with the the following:

gnome-extensions enable gamerzilla@gamerzilla.identicalsoftware.com 

The game controller icon appears in the top bar of the gnome shell.

Click on the controller icon and select preferences. On the resulting screen enter your gamerzilla url including the trailing slash but without the ‘trophy’ destination for the UI. If using my server, the value will be ‘https://identicalsoftware.com/ ‘. Fill in your username and password. Click on save. By default Automatic Connect is enabled. If you don’t want to always connect disable this.

Gamerzilla Controller menu

Unfortunately a bug prevents the shell extension from working right away. You need to logout and log back in again. Fixing this is high priority.

Currently Supported Games

Several games in the Fedora repository support Gamerzilla achievements. If you want to get one to try it out, I suggest Shippy 1984, Seahorse Adventures, or Anagramarama. Seahorse Adventures will store some progress as soon as you complete a single level. If you play Super Tux Kart, you may already have achievements. Simply starting the game will synch any previous completed achievements. Gamerzilla does not display any notification when achievements complete but games may implement it on their own.

Going Forward

Besides fixing the bug with connecting the first time, I want a local browser for achievements. That way you can view all your game achievements without forcing you to upload them.

Achievements do have negative aspects. Some people feel compelled to complete them. This can lead to negative play experience, if the achievements are very difficult. I understand this concern but some people enjoy these aspects as well. More importantly, to attract and retain players, I feel open source games need a game achievement system.

We need more games to implement Gamerzilla achievements. We need players to show their support for the system. I continue to add achievements to my games and other open source games I try out.

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Zero to Ph.D. – How to Accomplish Any Task By Going Small First

5/5 – (1 vote)

A couple of years ago, I watched a TED talk that changed my life. 

I had just finished my computer science master’s degree and was starting out as a fresh Ph.D. student in the department of distributed systems…

… and I was overwhelmed.

There are many computer science students reading the Finxter blog so I hope to find a few encouraging words in this article.

Not only was I overwhelmed, but I seriously doubted my ability to finish the doctoral research program successfully.

I was so impressed by my colleagues, who were much smarter, wittier, and better coders.

So what were (some of) the things that were bothering me?

  • Reading and understanding code.
  • Reading and understanding research papers.
  • Designing algorithms.
  • Maths.
  • Presenting stuff.
  • English.
  • Writing scientifically.
  • “Selling” my approaches to my supervisors.

The list goes on and on — and I really felt like an imposter not worthy to contribute to the scientific community.

~~~

Then I watched the TED talk from a former investment banker who claimed to possess the formula to achieve anything.

YouTube Video

The formula: break the big task into a series of small tasks. Then just keep doing the small tasks (and don’t stop).

I know it sounds lame, but it really resonated with me. So I approached my problem from first principles: What must I do to finish my dissertation within four years?

  • I need to publish at least four research papers.
  • I need to submit at least ten times to top conferences — maybe even more often.
  • I need to create a 10,000-word research paper every three months or so.
  • I need to write (or edit) 300 words every day.

So my output was clear: if I just do this one thing (it’s really easy to write 300 words) — I will have enough written content for my dissertation.

Quality comes as a byproduct of massive quantity. 😉

But to produce output, any system needs input. To brew tasty coffee, put in the right ingredients: high-quality beans and pure water. To produce better outputs, just feed the system with better inputs.

  • Question: What’s the input that helps me produce excellent 300-word written output?
  • Answer: Read papers from top conferences.

So the formula boils down to:

  • INPUT: read (at least skim over) one paper a day from a top conference in my research area.
  • OUTPUT: generate 300 words for the current paper project.

That’s it. After I developed this formula, the remaining three and a half years were simple: follow this straightforward recipe to the best of my abilities, even with serious distractions, doubts, highs, and lows.

The day before I published this article originally (in 2019), I delivered my defense. Based on my sample size of one, the system works! 😉

So what is your BIG TASK that is overwhelming you? How can you break into a series of small outputs that guarantees your success? What is the input that helps you generate this kind of output?

📈 Recommended: How to Overcome the Imposter Syndrome as a Doctoral Computer Science Researcher (and Thrive)

The post Zero to Ph.D. – How to Accomplish Any Task By Going Small First appeared first on Be on the Right Side of Change.

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Notes for iOS 17 has a right-to-left typing problem

Apple Notes

Users of the iOS Notes app may encounter issues when typing in some right-to-left languages, with iOS 17 not properly handling cursor movement when typing in the app.

The cursor’s movement while text is being typed is pretty well known to computer and mobile device users. Though there are often differences in how the cursor acts for typing left-to-right text or right-to-left versions depending on the language, the actions the cursor takes during that typing is almost universal across platforms and apps.

However, there appears to be a bug in the way that the cursor responds to typing for some languages that rely on reading text from right to left. Raised by an AppleInsider contributor and also spotted on X in a complaint to Apple Support, the cursor is not functioning properly for some right-to-left languages in the Notes app, including Arabic and Hebrew.

In languages that work from the left of the page to the right, the cursor tends to appear towards the right of the passage, or of the most recently typed word. In right-to-left languages, the cursor is supposed to change behavior, so that it can be better placed with text going towards the left of the page.

In AppleInsider’s testing using Hebrew, the bug in Notes has the cursor pinned to the right-hand side of the text string instead of the left. While typing straight without edits, sentences and words come out normally, but you’re typing blind when it comes to the cursor position.

If you attempt to add a word to the middle of an already typed sentence, the new word will appear on the right-hand side at the start of the sentence. Backspacing is also a problem since the cursor is treated as if it’s on the right margin.

For the affected users, the issue effectively means they have to get the sentence right the first time, or suffer problems trying to edit afterward.

It is unclear how many languages are affected by the issue, nor how many users are directly affected, nor if there are specific circumstances that can cause the problem to occur.

For the moment, Apple Support does have at least one English-language report on social media of there being a problem with typing in Notes, so there is an awareness of an issue.

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Guide: Best Nintendo Switch Racing Games

While the Nintendo Switch lacks the raw processing grunt of the Xbox One and PS4, petrol heads have been increasingly well served on the hybrid console, with a steadily growing catalogue of fantastic racers that offer plenty of arcade thrills and spills — and you can do it on the move. Give it a try on your next Uber ride; it’s so much more immersive!

To help you keep on top of all those releases, we’ve rounded up the best racing games on Switch – in no particular order – to help you avoid going off-road (unless that’s what you’re after, of course). The following racers showcase different facets of the genre and are all worth a look if you need a racing fix on your Switch.

To avoid any grumbling, we should note that the racing (or driving) genre is a broad church, with games such as Mario Kart obviously very different in nature from GRID Autosport. Some games in our list feature motorbikes, some have a top-down perspective and others have combat — from baseball bat to blue shell — but the objective of getting to a finish line in the shortest possible time is common to them all.

So, in no particular order, let’s take a look at the best racing games on Switch…

Mario Kart 8 Deluxe (Switch)

Mario Kart 8 Deluxe (Switch)

Publisher: Nintendo / Developer: Nintendo

Release Date: 28th Apr 2017 (USA) / 28th Apr 2017 (UK/EU)

Let’s get the most obvious and essential Switch racing game out of the way first. Mario Kart 8 Deluxe delivers a huge amount of racing goodness right out of the box, and it’s a polished version of a Wii U entry that was only a proper Battle Mode away from being top of class. Now that issue has been addressed, what we have is arguably the best Mario Kart release ever seen.

It’s the definitive Mario Kart 8 experience, content-rich and a delightful feast of comedic, cartoonish karting action. It’s a game that continually raises a smile and, occasionally, induces that trademark Mario Kart rage as shells strike and positions are lost. It’s addictive and unifying, unfiltered fun that draws in anyone daring enough to take up the wheel.

Please note that some external 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.

Mario Kart 8 Deluxe

Mario Kart 8 Deluxe Booster Course Pass Set

Fast RMX (Switch eShop)

Fast RMX (Switch eShop)

Publisher: Shin’en Multimedia / Developer: Shin’en Multimedia

Release Date: 3rd Mar 2017 (USA) / 3rd Mar 2017 (UK/EU)

FAST RMX is as good as the Wii U original and then some. Updated visuals, more tracks, more vehicles; it was an utterly outstanding launch title for the Switch and it holds up very well to this day, keeping the futuristic high-speed racing game alive in the absence of F-Zero. It’s not quite the same, of course, but with the console’s ability to allow multiplayer on the go rolled in, this is without doubt essential for racing fans with a Switch.

Fast RMX - Download code

Hotshot Racing (Switch eShop)

Hotshot Racing (Switch eShop)

Publisher: Curve Digital / Developer: Lucky Mountain Games

Release Date: 10th Sep 2020 (USA) / 10th Sep 2020 (UK/EU)

If the look of Hotshot Racing appeals to you and you can appreciate the aesthetic delights of something that looks deliberately low-fi and polygonal, the action it offers on the track does an excellent job of backing up the game’s style with substance. It may have its quirks and it may turn you into a paranoid conspiracy theorist ready to tell tales of rubber-banding to anyone who’ll listen to you, but hey: that just adds to the authenticity of the era it’s based on. This is a fine racing title that truly nails its driving mechanics and delivers an exhilarating experience that will captivate newcomers and veterans alike.

SEGA AGES Out Run (Switch eShop)

SEGA AGES Out Run (Switch eShop)

Publisher: SEGA / Developer: SEGA

Release Date: 10th Jan 2019 (USA) / 10th Jan 2019 (UK/EU)

This is about as essential a retro release as you can get. An inspiration for the excellent Horizon Chase Turbo further down the page (although the Top Gear games are arguably a bigger influence there), Out Run may lack modern spit polish but it has always been an infinitely playable game, and the new unlockables and online rankings only increase its longevity further. Those with the 3DS version will have to decide whether it’s worth buying what’s more or less the same game again in order to play it on their TV, but for everyone else with an interest in retro gaming, it’s a must-have.

Road Redemption (Switch eShop)

Road Redemption (Switch eShop)

Publisher: Tripwire Interactive / Developer: Pixel Dash Studios

Release Date: 6th Nov 2018 (USA) / 6th Nov 2018 (UK/EU)

When it all comes together, Road Redemption can offer some of the most thoroughly entertaining and over-the-top racing action you’ll find on the Switch. It’s a little rough around the edges and the performance could have done with a little optimisation prior to launch, but when a game’s as downright fun to play as this is, that’ll always be the overriding factor. The wait’s over, Road Rash fans: this is the modern spiritual successor you’ve been waiting for all these years.

Road Redemption

Team Sonic Racing (Switch)

Team Sonic Racing (Switch)

Publisher: SEGA / Developer: Sumo Digital

Release Date: 21st May 2019 (USA) / 21st May 2019 (UK/EU)

Taken on its own merits, Team Sonic Racing is a fun karting game that doesn’t quite match Mario Kart 8 Deluxe in terms of either performance or sheer level of content, but still offers satisfying handling and should still keep Sonic fans entertained for a while. It’s impossible not to compare it to its predecessor, though, and in all the areas where Sonic & All-Stars Racing Transformed excelled, Team Sonic Racing is merely competent. It may not be standing on any karting game podiums years from now, but if you’ve somehow exhausted Mario Kart 8 Deluxe or you’re a super fan of the blue blur and his motley crew, this is an alternative worth investigating.

Team Sonic Racing

Burnout Paradise Remastered (Switch)

Burnout Paradise Remastered (Switch)

Publisher: Electronic Arts / Developer: Criterion Games

Release Date: 19th Jun 2020 (USA) / 19th Jun 2020 (UK/EU)

Elements of Burnout Paradise are starting to show their age now, but nobody can argue with the quality of its actual racing action. If you can put up with its various niggles and quirks and don’t mind the high price tag (relative to other systems), it’s easily one of the most entertaining – and certainly one of the fastest – racing games on the Switch.

Burnout Paradise Remastered

Crash Team Racing Nitro-Fueled (Switch)

Crash Team Racing Nitro-Fueled (Switch)

Publisher: Activision / Developer: Beenox

Release Date: 21st Jun 2019 (USA) / 21st Jun 2019 (UK/EU)

Crash Team Racing: Nitro-Fueled is a visually phenomenal upgrade on a PlayStation karting classic, and one that faithfully recreates both its positives (its unique drift boosting system) and its potential irritants (30fps, tricky AI). It does bring a whole new set of issues – mainly lengthy loading times and the fact that playing offline stops you making any progress towards unlocking anything – but while these prevent the game from becoming an absolute must-have, they don’t sour the experience enough to stop us wholeheartedly recommending it regardless.

Crash Team Racing Nitro-Fueled

MotoGP 20 (Switch eShop)

MotoGP 20 (Switch eShop)

Publisher: Milestone / Developer: Milestone

Release Date: 23rd Apr 2020 (USA) / 23rd Apr 2020 (UK/EU)

The MotoGP series has been a bit of a mixed bag over the years, but MotoGP 20 begins to realise Milestone’s vision for a full-bodied racing simulation. The considerable Career mode offers a deep management experience, while the introduction of Historic Mode adds a fun way to earn rewards for daily challenges. But it’s the changes to on-track performance and the deeper bike mechanics that make this a truly realistic, if not particularly penetrable, experience. With impressive overall presentation and a nice stable frame rate, this is a worthy addition to Switch’s garage of racers.

Gotcha Racing 2nd (Switch eShop)

Gotcha Racing 2nd (Switch eShop)

Publisher: Arc System Works / Developer: Arc System Works

Release Date: 29th Mar 2018 (USA) / 29th Mar 2018 (UK/EU)

Gotcha Racing 2nd is an generous slice of retro racing content with hidden depths; one you can play for two minutes or two hours and always have incredible fun. There is no single winning car combination so you will constantly keep coming back to get new parts and customise your four different designs in order to shave off seconds in the Grand Prix tracks and the game might even turn out to become a party favourite with your friends. Additive, fun and bursting with content for a sensible price, we recommend this second outing of overhead racing extravaganza even if you missed out on the first game.

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Mailbox: Missing Zelda Ports, Nerd Rage, 16-Bit Blowback – Nintendo Life Letters

Nintendo Life Mailbox
Image: Nintendo Life / Karolina Grabowska / Pexels

Welcome back to the Nintendo Life Mailbox. You hear that? That’s the sound of 2024 creeping up on you as we plough into the last week of September.

Yes, we’re back (slightly later than planned — hey, last week turned into a busy one!) with another selection of your correspondence for our monthly letters page feature.

Got something you want to get off your chest? We’re ready and waiting to read about your game-related ponderings. Each month we’ll highlight a Star Letter, the writer of which will receive a month’s subscription to our ad-free Supporter scheme. Check out the submission guidelines at the bottom of this page.

Let’s see what’s been bouncing ’round your brainboxes for the past month, shall we?

Nintendo Life Mailbox – September 2023

“Mediocre” (***STAR LETTER***)

As someone who grew up in the DS/Wii generation and didn’t know what a “Virtual Console” was as a child, I had limited exposure to retro games for a long period, other than seeing people online and in magazines talking about how the SNES generation was the greatest of all time. That’s why I was so excited for the SNES Classic Mini – I why I was disappointed to find out that I disliked so many games from that era (not Super Metroid though – that still rules). Initially, I wrote this off as a generational difference – growing up in the modern era of gaming, I had grown use to the more polished mechanics, and so even the best SNES games would feel archaic to me. That was until Game Boy games came to NSO, and I realised that despite the weaker hardware, I enjoyed these games far more. Super Mario World? Mediocre. Super Mario Land 2? Underrated gem. A Link To The Past? Boring dungeons and unfun combat. Link’s Awakening? Still the best 2D Zelda.
I am genuinely unsure what the cause of these feelings is, and so would like to ask the Nintendo Life community if anybody else has a similar experience of not liking one particular generation of Nintendo?
Munchlax

There’s certainly a generational aspect, although I’d argue that those 16-bit entries set the modern template to such an extent that we’ve essentially been playing variations on a theme for three decades. Has 2D Mario really changed since Super Mario World? Likewise 2D Metroid and Zelda. Despite the shift to 3D for the latter, the structure of every Zelda game essentially followed LttP’s lead until BOTW! It’s little wonder that someone who wasn’t there at the time might be underwhelmed by the modern series’ progenitors. (Perhaps the GB entries feel sufficiently removed from that template that their idiosyncracies spark your interest?)

I don’t personally have rabid nostalgia for the SNES. Hey, I was a Mega Drive kid that gen! Super Mario Bros. 3 aside, it was really the 64-bit era that hooked me on Nintendo and that’s the generation I’m crazy for, although I’d imagine that it’s also the one many NL readers struggle with most these days. Trying to play those games on Switch using anything but an NSO N64 pad isn’t helping its legacy, unfortunately.

Have a month’s worth of Hookshot Supporter subscription. Plenty more video games out there to enjoy if SNES isn’t clicking with you! – Ed.

“Because Nintendo”

Zelda: Wind Waker GameCube Japan
Image: Damien McFerran / Nintendo Life

Hi guys! I wanted to share an idea for a poll. I’m a huge Zelda fan and I’ve been wondering why Nintendo haven’t released Twilight Princess and Wind Waker on the Switch. It’s weird right? Given that almost every other 1st party Wii U title got ported. It could be interesting to see what everyone thinks about it….
Franc001

Let’s have a look with a little guest poll, shall we? Here’s a slightly adapted version of Franc’s poll…

Personally, at this point in Switch’s lifecycle, I wouldn’t be surprised to see Nintendo hold these back to fill gaps in Switch 2’s launch year. Easy wins to help maintain that monthly cadence of new games that put the Switch in such good stead back in 2017. – Ed.

“gnarly nerd-rage”

Dear renowned writers of serious frivolousness.

Longetime lurker has a simple question: Do you have any particular nerd-peeves? For example (and this is definitely one of my own) : I throw a gnarly nerd-rage anyone calls any random Link the hero of Time.

Other suggestions would be:
– The Xbox controller face buttons being the standard for PC controllers. Not only did they have to swap A-B and X-Y, but why did they have to jumble the SNES colours as well.
– Nintendo being considered the developers and/or owners for any and all games launching on their consoles. No Nintendo cannot announce a lot of games for Nintendo Switch Online. They only own like 50-something of all NES games, the rest aren’t theirs, and it’s less for every subsequent system.
– Call of Duty still being considered super relevant. Being the face of gaming had been taken over by Minecraft before Fortnite in turn.

Regards
SomeWiim from your local neighbourlands

I’m pretty chill these days, although my eyeball starts twitching when someone says “I could care less” meaning they couldn’t care less. And on the Hookshot Slack recently, someone (who shall remain nameless) disturbed my Force with the following declaration: “Attack of the Clones > Return of the Jedi”. Big oof.

Oh, a video game thing? Over to the NL team… – Ed.

  • I get annoyed when people say ‘Majorca’s Mask’ instead of ‘Majora’s Mask’. – Ollie
  • We’d all be lying if we said that people calling Link ‘Zelda’ and Samus ‘Metroid’ didn’t get under the skin, right? – Jim

“less is better”

Just a note to say thank you for the read. Your site has filled the void of Total magazine from back in the day! I’ve been Nintendo since the 80’s and think the Switch is easily the most accessible system, however [I] wish they brought back the Nintendo seal of quality. So much trash populating the store! Surely less is better or am I getting old?
James

You’re very welcome, James! You are getting old, but trawling through the weekly eShop additions has become an exercise in turd avoidance, unfortunately. We explored the problem recently — hopefully Nintendo has some plans to address the problem on the next console. – Ed.

“fresh”

Xenoblade Chronicles 3
Image: Gemma Smith / Nintendo Life

Heya NintendoLife,
Wanted to follow up on the *Star Letter* about Tears of the Kingdom [“Overload” — issue #3], it reminded me about how I play games myself. I was wondering if anybody else either writing or in the community share this habit.

I typically play a single game very intensely (with a few others on the side) and when I beat that game I end up taking a break away from it. After at least three months I’ll wipe my save file and start again to see what I’ve learned from the first time. I’ve reset my Breath of the Wild save six or seven times and it’s felt fresh every time. I beat Xenoblade 3 in a few weeks and came back three months later to do a 100% playthrough. I’ve even done the four routes in Fire Emblem Three Houses! Of course the beginning of each game are super tedious but it’s a great way to get more value out of games. Thoughts?
TheJGG

At this particular point in life, finding time to beat a game 100% even once is an achievement for me but, interestingly, Ollie recently restarted his TOTK save file and found himself appreciating it all the more. It’ll be intriguing to hear what other readers think — head to the comments to let us know! – Ed.

“add the ratings”

I was wondering if you could add the ratings (both ESRB and PEGI at the very least) to each game’s page. Some of us actually do care about the ratings, and I can’t find any consistent way to find this info for each individual video game anywhere online. Personally, I like to avoid M-rated games by the ESRB.

Could you at least recommend a method to consistently look up the ratings for most video games?
BulbasaurusRex

I’ve passed this on to Hookshot top brass — “Watch this space.” In the meantime, ESRB/PEGI ratings are displayed on all the official game pages of the three main platform holders. Eg. Spider-Man 2 on the PS Store (T), Starfield on the Xbox Store (M), Tears of the Kingdom on Nintendo’s site (E 10+). – Ed.

Bonus Letters

“I am not crazy! I know the switch 2 is coming out. I know it is 2024. One after 2023. As if I could ever make such a mistake. Never. Never!” – EaglyPurahfan

To me, it’s as real as that chair. It’s as real as this house, it’s as real as you. But…what if it’s not? What if it’s all in my head? – Ed.

“Instead of a Switch 2, would you be interested in a 3DSwitch as the next console?” – LinktotheFuture

How about as well as, hmm? – Ed.

“How much wood could a woodchuck chuck if a woodchuck could chuck wood?” – minecraftemery

Can they not? – Ed.

“What are your opinions on [Splatoon] 3’s map design?” – Snatcher

Several Splatoon letters this month. Jim is our resident Splatoon 3 expert on the editorial side — Jimbo? – Ed.

  • Splatoon 3’s maps might be a little more basic than what some would have wanted, but if you just enjoy a good Turf War, I’d say there’s still a lot to like here. Sure, Mincemeat Metalworks drives me up the wall a little, but I love a bit of Scorch Gorge and Hagglefish Market! – Jim

“How good are y’all at ASCII art?” – sForzan

Oh, very good. You? – Ed.

what was the first nintendo game you remember playing? also if you can forget a game and replay it what game would you choose? – res1080p

Super Mario Bros. for me, and Majora’s Mask or Portal. – Ed

  • Super Mario Land, I think. And RE4, without a doubt. – Ollie
  • Probably Super Mario 64, and I’d love to re-experience BOTW fresh again. – Alana
  • Ocarina of Time, and probably something like Mario Odyssey, purely for the number of ‘woah’ moments. – Jim

“Which games are still desperately missing on the Switch? My pick: The Disney Afternoon Collection.” – DwaynesGames

That’s a good one. They’re not desperate, but I’d be one happy chappy if we got The Witness and FTL. – Ed.

Disney Afternoon Collection Not On Switch
A no-brainer for Switch, surely? — Image: Disney / Capcom

That’s all for this month! Thanks to everyone who wrote in, whether you were featured above or not.

Got something you’d like to get off your chest? A burning question you need answered? A correction you can’t contain? Follow the instructions below, then, and we look forward to rifling through your missives.

Nintendo Life Mailbox submission advice and guidelines

  • Letters, not essays, please – Bear in mind that your letter may appear on the site, and 1000 words ruminating on the Legend of Heroes series and asking Alana for her personal ranking isn’t likely to make the cut. Short and sweet is the order of the day. (If you’re after a general guide, 100-200 words would be ample for most topics.)
  • Don’t go crazy with multiple correspondences – Ideally, just the one letter a month, please!
  • Don’t be disheartened if your letter doesn’t appear in the monthly article – We anticipate a substantial inbox, and we’ll only be able to highlight a handful every month. So if your particular letter isn’t chosen for the article, please don’t get disheartened!

How to send a Letter to the Nintendo Life Mailbox

  • Head to Nintendo Life’s Contact page and select the subject “Reader Letters” from the drop-down menu (it’s already done for you in the link above). Type your name, email, and beautifully-crafted letter into the appropriate box, hit send, and boom — you’re done!

Please note that some external 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.