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The Super Mario Galaxy Movie Monopoly Set Is Now Officially Available

The Super Mario Galaxy Movie Monopoly

The Super Mario Galaxy Movie goes beyond the cinema with merchandise and much more. Now, to add to the new movie’s launch, Monopoly is back with a new Galaxy-themed board.

This new edition of Monopoly is priced at $24.99 (or your regional equivalent) and will allow you to visit the many locations from Mario’s new movie. It follows on from a Monopoly set for the original Super Mario Bros. Movie, which was released in 2023.

The Monopoly tokens in this new set are based on items such as Mario and Luigi’s caps & Peach’s Parasol. Along with this are the usual set of cards and counters required to play the game. Bowser Jr. is also part of the experience, so watch out! Here’s a description along with the items included in this set:

Travel through the Gateway Galaxy and into the world of The Super Mario Galaxy Movie! In the Monopoly: The Super Mario Galaxy Movie Edition game, players buy up locations from the film as they traverse the galaxy and collect Lumas along the way. But watch out for Bowser Jr.! If he passes a player on their journey, it’s battle time! Earn coins by collecting Lumas, collecting rent from other players, and more. The player with the most coins at the end of the game wins! This fun family board game for kids and adults is an engaging indoor game for game nights, after school, and vacations. It’s a great gift for everyone!”

What’s in the box: Gameboard, 6 Plastic Tokens, 1 Cardboard Bowser Jr. Token with Plastic Stand, 16 Location Cards, 16 Chance Cards, 16 Bowser Jr.’s Rage Cards, 10 Cardboard Lumas, 2 Dice (1 Black Die, 1 Red Die), 104 Cardboard Coins, and Game Guide.

The Super Mario Galaxy Movie Monopoly

The Super Mario Galaxy Movie Monopoly set is available now in stores and online on websites such as Amazon. It’s also previously released sets based on series such as Animal Crossing and The Legend of Zelda.

If you want to find out more about the new Mario movie, be sure to check out our review here on Nintendo Life:

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What to Code (Book): How Indie Hackers Find Million-Dollar Micro-SaaS Ideas in the Vibe Coding Era

Most builders still think the hard part is coding.

That used to be true. It isn’t anymore.

Today, with AI tools, templates, and vibe coding workflows, a single person can build in days what used to take a small team weeks. That sounds like good news, and it is. But it changes the game. When software becomes easier to produce, the real bottleneck moves upstream.

The scarce skill is no longer just execution. It is judgment.

That is the core idea behind What to Code: in a world where almost anything can be built, the real advantage comes from choosing the right thing to build.

The book makes a simple but powerful point: most projects fail long before launch, not because the code is bad, but because the premise is weak. Builders fall in love with elegant solutions, trendy categories, or new technical capabilities, then go looking for a problem to attach them to. That is backwards.

Pain is the Way

A better approach is to start with pain.

Not vague dissatisfaction. Not “people want to be more productive.” Real pain. Repeated pain. Costly pain. The kind that already shows up in workarounds, spreadsheets, manual cleanup, delays, mistakes, or quiet frustration that someone has learned to tolerate because there is no better option.

That is where good software opportunities usually come from.

One of the most useful ideas in the book is that strong opportunities tend to have four traits:

  • the problem is real,
  • it happens repeatedly,
  • the affected users are reachable, and
  • the builder has some meaningful fit with the space.

That fit matters more than most people think. The same idea can be great for one founder and terrible for another, depending on access, trust, domain knowledge, and distribution.

The Money is in the Niche

Another big takeaway: specificity beats breadth.

Broad ideas sound exciting. “AI for small business operations” sounds bigger than “a tool that catches missing attachments before insurance claims are submitted.” But broadness usually hides weak urgency. Specificity is what makes products adoptable. A concrete problem in a real workflow is easier to explain, easier to test, easier to sell, and easier to improve.

The book is also strong on validation. Demand is not praise. It is not likes, compliments, or “that sounds useful.” Demand is behavior. Do people try it? Come back? Change their workflow? Pay? Recommend it? If not, the signal is weak, no matter how encouraging the conversation felt.

Automate the … Boring Stuff?

The deepest lesson is probably this: boring problems are underrated.

A lot of money is hiding in ugly workflows — invoicing, approvals, claims, scheduling, reporting, reconciliation, handoffs, compliance checks, repetitive admin. These problems are not glamorous, but they are expensive. And expensive, recurring friction is exactly where small software businesses become real businesses.

What to Code — the practical summary

The book’s core argument is simple: in a world where building software is getting easier, the main advantage is no longer raw execution speed. The advantage is choosing a problem that is painful, repeated, reachable, and close enough to your own edge that you can actually solve and sell it. The mistake most builders make is starting with an idea, a tool, or a capability. A better process is to start with a recurring cost in the real world: wasted time, repeated errors, messy handoffs, manual cleanup, delayed billing, unclear approvals, or ugly workarounds people tolerate because nothing better exists.

The useful filter

Question Strong signal Weak signal
Is the problem real? People already complain, workaround it, or waste time on it weekly People say it “sounds useful”
Is it repeated? Daily or weekly pain Rare or one-off pain
Is it costly? Time, money, delays, mistakes, compliance risk Mild convenience issue
Are users reachable? You know where they are and how to talk to them “Everyone” is the user
Does it fit existing workflow? Slots into something they already do Requires a whole new habit
Is software the right fix? Repetition, routing, data cleanup, search, classification Mostly cultural or political problem
Do you have builder fit? Domain knowledge, trust, access, distribution, patience No edge, no access, no credibility
Can you test fast? You can get real behavior in days You need months to learn anything

This is basically the book’s opportunity lens: real pain, repeated need, reachable users, right builder. If one of those is missing, the idea may still be interesting, but it is probably weak.

What to look for in the wild

The best software ideas often hide inside boring operational friction:

Look for this Why it matters
A spreadsheet that “shouldn’t exist” It often means the official workflow is broken
A task someone does “every time” Repetition is where software wins
A process held together by one careful person That is human glue covering system weakness
Delays before billing, approvals, or handoffs Time lag often has direct monetary cost
Re-entering data across tools Translation work is classic automation territory
Repeated manual checks Good target for software-assisted validation
Teams exporting from one system just to work in another Strong sign of poor workflow fit

The book makes an important distinction here: broad ideas sound exciting, but specificity beats breadth. “AI for small business ops” is vague. “A tool for bookkeeping firms that extracts invoice fields from emailed PDFs into the review queue” is specific enough to test, explain, and sell.

The behavior test

The clearest lesson in the manuscript is that demand is behavior, not praise.

What people say What it usually means
“Cool idea” Very weak signal
“I’d use that” Still weak
“Can you show me?” Better
“Can I try it on my real data?” Strong
“Can this fit into our workflow?” Very strong
“How much?” Strong buying signal
“This would save us every week” Excellent
They come back and use it again Best signal

The best one-sentence takeaway

Do not ask, “What could I build?”
Ask, “What costly, repeated friction can I remove for people I can actually reach?”

A practical next step

Take your top 3 ideas and score each one from 1–5 on:

  • severity,
  • frequency,
  • measurable cost,
  • reachability,
  • software fit,
  • existing workaround evidence,
  • willingness to act/pay,
  • specificity,
  • builder fit,
  • speed to useful test.

Then kill the weakest one immediately.

Conclusion

If you build software, this book gives you a much better filter for deciding what deserves your time. It pushes you away from random idea generation and toward observed reality, where the best opportunities usually hide.

If that sounds useful, you can get the full book here: What to Code on Amazon

The post What to Code (Book): How Indie Hackers Find Million-Dollar Micro-SaaS Ideas in the Vibe Coding Era appeared first on Be on the Right Side of Change.

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Feature: Our Top Ten Favourite Easter Eggs In The Super Mario Galaxy Movie

Easter Eggs 1
Image: Nintendo / Illumination

The Super Mario Galaxy Movie has a lot of easter eggs. Too many, in our opinion. In fact, we’d go so far as to say that the whole film is essentially propped up by constant hits of nostalgic dopamine.

But that’s not to say that the easter eggs themselves are bad – far from it. So, here we’re going to go through ten of our very favourite cameos and nods to the iconic and enduring Super Mario series. These are just a tiny fraction of all the callbacks and nods in the movie, so if you recall something that we haven’t mentioned, let us know with a comment.

Naturally, this article will be chock full of spoilers, so be warned. If you want to stay unspoiled, then come back once you’ve seen the movie! We’ll whack an image below just in case…

Mario Thinking
Image: Nintendo

Still here? Excellent! So, in no particular order, here are our picks for the best nods and winks in the Mario Galaxy Movie…

#1 DK returns!

Easter Eggs 2
Image: Nintendo / Illumination

We’d gone into the sequel pretty much at ease with the fact that Donkey Kong wasn’t going to show up in any meaningful way (not least because of rumours he might be getting his own movie). So that makes it all the more surprising to see him during Yoshi’s brief backstory sequence.

As Yoshi causes havoc in Brooklyn, we can see DK in the background thumping his chest. It’s over in literally a second or two, but it’s good to see the ape back in business.

#2 Bowser gets whacked

Easter Eggs 3
Image: Nintendo Life

As Mario makes his way through Princess Peach’s birthday party in the Mushroom Kingdom, we can see a bunch of Toads whacking a piñata in the background.

It’s not just any piñata, however. This one happens to be modelled off the pixel art sprite of Bowser from the original Super Mario Bros., except here it’s all 3D, kinda like the 30th anniversary Mario amiibo. Very cool.

#3 Giant Goombas

Easter Eggs 4
Image: Nintendo

For a movie named after Super Mario Galaxy, there are surprisingly few references to the iconic Wii title, with Illumination instead paying more attention to 2017’s Super Mario Odyssey.

One neat little callback, however, is when Mario and Luigi take on a bunch of tasks in the Mushroom Kingdom. They wind up encountering some gigantic Goombas; a clear reference to the Supermassive Galaxy in Galaxy 2.

#4 A familiar letter

Easter Eggs 5
Image: Nintendo

When Peach and Toad jet off to find Rosalina, she leaves behind a letter for Mario. When reading through it, we see the letter itself on the left of the screen while an image of Peach can be seen on the right.

It’s a blatant homage to the letter that kicks off Super Mario 64, and we won’t lie, it made us grin from ear to ear.

#5 Jump Up, Superstar!

Easter Eggs 6
Image: Nintendo

At the Gateway Galaxy, Peach and Toad find their way into Wart’s casino by glitching through a wall (which itself is a nice nod to the NES Mario games). Inside, an orchestral theme can be heard that you might recognise.

Yes, in another nod to Odyssey, this is a rendition of the ‘Jump Up, Superstar!’ theme sung by Pauline. It doesn’t last long before the movie throws you into the next set piece, but it’s nice.

#6 PIKMIN!

Easter Eggs 7
Image: Nintendo

We knew about this ahead of time, but it still doesn’t make the moment any less impactful. At the Gateway Galaxy, a ship that looks awfully like Olimar’s lands in the docking bay.

Turns out that it is Olimar’s ship, and so a bunch of Pikmin stream out to explore the Gateway Galaxy. How lovely.

#7 Real-time Mario Maker

Easter Eggs 8
Image: Nintendo

Toward the climax of the movie, Mario and Peach find themselves trapped by Bowser Jr. To make matters worse, the villain is able to create obstacles for our heroes in real time, utilising visuals inspired by Super Mario Maker to do so.

It’s quite a clever way to integrate the game into the movie, and when Mario and Peach inevitably succeed in escaping, the sequence ends with a classic Mario jingle.

#8 The OG fight

Easter Eggs 9
Image: Nintendo

Mario eventually finds himself face-to-face with Bowser on a rickety bridge, with Bowser wielding a pair of huge battle axes. If you’ve played the original Super Mario Bros. [Surely a prerequisite for all Nintendo Life readers, no? – Ed.], then you’ll know what happens here…

Yes, Mario is able to disarm Bowser, leap over to the other side of the bridge, and use the axe to sever the chains holding the bridge aloft, causing Bowser to fall into the lava below. Much like the OG fight from the NES game!

#9 Mr. Game & Watch enters the fray

Easter Eggs 10
Image: Nintendo

Eventually, Mario, Luigi, and Yoshi fight Dry Bowser and Bowser Jr. The latter drops his brush, which is then quickly scooped up by Luigi.

Since Luigi can’t paint very well, however, the best he can come up with is a crude humanoid figure. Never fear though, because it’s Mr. Game & Watch!

He sticks around for about 10 seconds or so, which is about as much screentime as we expected Fox McCloud to enjoy prior to release, but it’s just enough time to see him break out some iconic attacks from Super Smash Bros.

#10 Mario takes flight

Easter Eggs 11
Image: Nintendo Life

The final battle finishes with a wonderful nod to Super Mario Galaxy in which Mario grabs a Red Star and takes flight to save the day…but that’s not what we’re referencing here.

As the movie concludes, Mario and co. are busy rebuilding Peach’s castle, and it’s Mario’s job to plant the flag at the top. To do so, he grabs a Cape Feather and dons the classic yellow cape from Super Mario World, zooming up to the top of the castle to plant the flag and end the movie. (Or does it?)


And that’s yer lot! There are plenty more easter eggs in the Mario Galaxy Movie, but those are just a handful of our favourites. Be sure to let us know in the comments which one you were particularly fond of.

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Q&A: How Plane Finder set itself up for the long haul

Two iPhone screenshots of the app Plane Finder. The screenshot on the left shows a map of the San Francisco area and information about a flight from JFK to SFO. The screenshot on the right show a map of all plane traffic activity over Europe.

Plane Finder is a sparkling example of what happens when a small team grows with a platform.

Launched in 2009, Plane Finder didn’t scale over the years by adding headcount, vendors, or complexity. Instead, founders Jodie and Lee Armstrong made a long-term bet on Apple’s ecosystem — staying native, sticking close to first-party tools, and reading platform signals early. And over time, an app that began as “planes on a map” evolved into a full end-to-end flight-tracking business — one that includes a global network of physical hardware — built and operated by a team of just eight people.

We talked to the married founders about their early days, the new design and Liquid Glass, and the challenges of running a global flight tracking network.


Plane Finder

  • Available on: iPhone, iPad, Apple Watch
  • Team size: 8
  • Based in: UK

Download Plane Finder from the App Store >


Take us back to 2009. What sparked the idea for Plane Finder, and what were those early days like?

Lee: We’ve been on the App Store since about a year after it opened. It feels like a lifetime. But the real spark was seeing the unveiling of the iPhone itself in 2007. We were actually in the United States when it came out, so we picked one up, not really knowing what we’d do with it. There was no App Store yet, and I couldn’t even use it as a phone in the UK. It was literally just to hold and swipe back and forth. But that moment became such a huge part of our journey. We still have that iPhone on display.

In those early days, did you have aspirations of becoming an end-to-end flight tracking platform?

Jodie: Not at all. We started with just the app. Today, we collect our own positional information directly from aircraft, put it inside apps, and sell our data commercially.

You’re a small team of eight people. What’s that like?

Lee: I don’t think we could have done it without Apple technologies. We’re a small team, and we wouldn’t have the platform or methods to market on a global scale without the App Store — credit cards, StoreKit, localization. We really value the App Store as a platform.

Plane Finder is known for adopting Apple technologies and features — like ARKit, MapKit, and Liquid Glass — early. Which tools have made the biggest difference?

Lee: It all goes back to MapKit. We flippantly say the app is “planes on a map,” and MapKit is core to that. We’re also big users of Metal for our 3D globe view. And we just wouldn’t be able to handle subscriptions and monetization with promotional offers without StoreKit 2. We don’t use any third parties or cross-platform frameworks. We’re all in on Apple technologies because they provide everything we need.

What made you willing to be such early adopters?

Jodie: I steer the company from the mindset of a quote I heard years ago: “When new technologies come along, you can either be part of the steamroller or part of the road.” We always want to be part of the steamroller. We’re quick to evaluate new technology, and if we can lean into it in a way that makes sense for our products, we go for it.

Can you talk about the process of adopting Liquid Glass?

Jodie: We were on board with the concept straight away. From a leadership perspective, we said, “This is the future. We’ve got to make it make sense for what we do.” The design and engineering teams worked incredibly hard bringing those two things together — staying current and leaning into the tech while making it make sense for our world.

What does the developer community mean to you?

Lee: It’s the reinforcement piece. When you’re working in silos, the community gives you confidence that you’re applying technologies correctly. It’s all well and good seeing WWDC sessions with slides and sample code, but that’s very specific. Seeing how it works in the real world is invaluable.

Jodie: Everyone I speak to within Apple has passion and opinions about our app. They’re very engaged, and every piece of feedback is valuable. We’ve been asked questions over the years like “Why do you do this with your toolbar?” All that conversation is helpful.

A photo of six members of the Plane Finder team, all standing outside in a courtyard next to an office building.

Plane Finder isn’t just an app. You’ve deployed thousands of flight tracking devices worldwide. How has Apple’s ecosystem enabled that?

Jodie: There’s a symbiotic relationship between people enjoying the app and wanting to get involved by hosting receivers where we need coverage.

Lee: When we first started, we had one receiver covering the south of the UK. People downloaded the app and said, “This is great, but I live in Scotland and can’t see any planes.” So we’d send them a receiver. Before long, we heard that from Sweden, the United States, Africa, and Asia.

Jodie: Today, we use the app to find people in locations where we want to improve coverage. We’re leveraging the power of the audience to grow the network even further.

What’s next?

Jodie: We haven’t finished our Liquid Glass journey. We’re working on an internal project code-named “Plane Finder Double Glazed” — the next iteration with wider UI changes that we held back initially. We’re also looking at how we can leverage machine learning and foundation models.

What’s one thing people don’t realize about running a global flight tracking network?

Lee: We own and operate the network of receivers that power it. A lot of people think we buy that data like other companies do.

Jodie: We’ve designed and manufactured receivers and antennas. There’s more to us than just being an app!


Keep reading

Developer stories explore best practices and philosophies from some of the most inventive developers in the Apple community. In each story, we go behind the screens with developers, designers, and engineers to find out how they brought their remarkable creations to life.

Browse all developer stories >

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How Infold Games fashioned an open world for Infinity Nikki

Promotional key art for Infinity Nikki featuring the game’s main character in a red and white archer’s outfit, holding a bow, standing on a wooden bridge beside her small white cat companion. A vibrant fantasy village with waterfalls, colorful banners, and layered cliffside buildings stretches out in the background.

Infinity Nikki is a literally glowing example of what video game graphics can be.

The fifth in a series of dress-up titles from Infold Games, Infinity Nikki is also the first to embrace elements of RPG action-adventure. But instead of tracking down weapons and battling bad guys, this installment finds its wide-eyed heroine solving puzzles by collecting enchanted outfits found throughout a series of wondrous lands.


Infinity Nikki

  • Available on: iPhone, iPad
  • Based in: Singapore
  • Awards: Apple Design Award winner for Visuals and Graphics (2025), App Store Awards Game of the Year finalist (2025), App Store Editors’ Choice

Download Infinity Nikki from the App Store >


The fashion-forward gameplay still remains, of course. Nikki’s dress sways and waves every step of the way, while capes sparkle and drift in the wind. Different outfits are imbued with different abilities that allow players to guide Nikki — and her cat companion, Momo — through clever puzzles. And from quaint cobblestone towns to distant mountains, every corner of the game’s Miraland — brought to life with cutting-edge visuals — is awash in beautifully realized lighting and effects from advanced shading techniques like Global Illumination. (Executive producer Kentaro Tominaga previously worked on several installments of the Legend of Zelda series.)

It’s a wonderland of texture, light, and animation — and the 2025 Apple Design Award winner for Visuals and Graphics. To find out more, we caught up with Douhu, Infinity Nikki’s lead gameplay systems designer for outfits; Ade, lead programmer; and Dodie, art director.

Viewed from inside a cave opening, a fantasy game character in a white gown hangs from a zipline cable, soaring above a colorful village nestled among rocky cliffs and autumn-colored trees, with a waterfall in the background.

Why did you decide to make this fifth installment an open-world RPG?

Douhu: When we started thinking about this six years ago, we already knew it would be an open-world game. So we asked ourselves: How do we go about bringing Nikki into that space? And how do we set it apart from other open-world games on the market?

To make these worlds as immersive as we can, we keep an eye on all the details, all the time.

Douhu, lead gameplay systems designer for outfits

This is the first Nikki game to include action-adventure elements and light combat.

Douhu: Yes, but we knew that combat wouldn’t be part of the game’s core play. The Nikki series has such a defined style. We thought a lot about how to maintain that.

How many people worked on the visuals for this?

Douhu: Oh, it’s a huge team — roughly 800 people. It’s a fun but a complicated job. We have a lot of visual pipelines all going at once: cutscenes, the NPC ecosystem, lighting, performance. The production complexity is so high.

A close-up of a highly ornate red and gold garment featuring a brightly colored, embroidered butterfly design on the chest, accented with glowing lights, draped pearls, and large red lotus flowers on the shoulders.

The payoff for that work seems to be everywhere: The game is full of fabrics, sparkles, environments, and natural elements.

Douhu: And we think about all of them. For instance, when Nikki runs up a flight of steps in a cutscene, we don’t want her to stamp her feet down. We want her to move lightly and elegantly. All the sounds you hear are based on real-world sounds, though we’ve added some imagination to them in post-production editing. To make these worlds as immersive as we can, we keep an eye on all the details, all the time.

Nikki’s double-jump is especially elegant; it’s almost like a glider coming in for the softest of landings.

Douhu: That’s because we want players to have plenty of time to experience the world. Our core gameplay is based on jumping, but it’s not a very quick motion. It’s slow, like a micro-response for that specific floating motion. And that’s because we want to let players breathe and appreciate all the details of Miraland.

A portrait of a fantasy game character wearing an elaborate tall gold filigree crown adorned with red gemstones, with cascading crystal face chains and a sheer veil framing her face. She wears a white lace gown with ruby jewels at the neckline, set against a dark blue twilight sky.

What is Day 1 like on the visuals for something like this?

Douhu: Because this is our fifth game with Nikki, we already have the character and philosophy built out, so those first days are more about sketching out the new world and its different maps.

Ade: To start, we reconstruct the structure and physical performance of the fabrics in the engine, based mostly on reality. Then we’ll do extreme evolutions on the fabrics. We have so many fabric categories in our library, and a lot of those are heritage from previous titles. But we make all kinds of adjustments, and add all kinds of effects to make the game feel like it’s beyond reality.

Douhu: We do have a big closet in our office! But we want to emphasize that we’re not just exporting real fabrics or trying to recreate reality. We’re adding layers of fantasy. We add complicated embroideries, more patterns, and glittering special effects to depict a more whimsical, fantastic version of reality. That’s why Nikki’s outfits look more gorgeous than they would in real life. Hopefully!

A fantasy game character dressed in an elaborate white lace gown and ornate gold crown floats in midair, shooting a beam of golden light from her hand toward a large mechanical wheel. A whimsical village is visible far below.

Could you select an element in the game and share a little about how it was brought to life?

Dodie: Color has always been central to our art creation, so I’ll share two examples from Version 2.0: the five-star outfit Behind Prayers and the location called Snail Ranch.

The core design concept of Behind Prayers is ”a confined divine maiden,” so that meant a maximal design approach. The divine maiden longs for freedom, yet she’s draped in heavy layers of ornate garments and gemstones. These represent both sacred glory and the weight of restraint: dazzling and radiant, yet undeniably burdensome.

We chose gold as the primary color to express sanctity and brilliance, and we introduced touches of green to break potential visual monotony. We further embellished the outfit with a rich array of multicolored gemstones and enhanced it with prismatic sparkle effects, allowing it to shimmer vividly — even at night.

Snail Ranch, meanwhile, is the player’s first destination in Itzaland — the place where Nikki first encounters the Shroomlings and the snails.

The lighting in this area is intentionally bright and inviting. Sunlight filters through enormous leaves, creating a warm and relaxing atmosphere, while even small puddles along the path reflect the deep blue of the sky. The scene takes on a fairytale quality, inviting players to believe and lose themselves in the land.

A close-up of a fantasy game character wearing an intricately detailed white hanfu robe adorned with gold embroidery, colorful beaded necklaces, red and blue ribbon accents, and a jade lotus pendant at the waist.

Talk about your approach to creating these fabrics and outfits.

Ade: Infinity Nikki introduces a revolutionary material system. At the core is a re-engineered fabric algorithm that preserves the advantages of four-layer UV blending textures, while requiring only minimal parameter adjustments to accurately simulate a wide range of materials, including the natural coarseness of cotton and linen, the smooth sheen of silk and satin, as well as the delicate tactile qualities of various velvets and flannel. The system also provides deep support for custom reflections and diverse sparkle responses, making it easy to create distinctive highlights and dreamy glints, such as the unique interplay of gauze and silk in the Fairytale Swan outfit.

Visual richness in Infinity Nikki extends well beyond fabric. We developed a specialized jewelry material system using advanced algorithms to simulate the brilliance of gemstones, including complex refraction, 3S light transmission, and highly variable specular highlights, as seen in the pearls and diamonds of the Fairytale Swan outfit. Dynamic presentation has also broken through previous limitations. To support animated patterns in high-end outfits such as Threads of Reunion, the team developed an innovative solution to mitigate Unreal Engine 5’s interference from engine-native motion blur on UV animations. This enables crisp and vivid celestial motion effects: three independent orbits allow full customization of planetary shapes, angular velocities, and trajectories, layered with flowing asteroid belts and lunar phase changes.

A close-up of a fantasy game character with long red hair wearing a glittering black and gold strapless ballgown with a glowing heart-shaped bodice, layered gemstone necklaces, and jeweled mesh gloves. Sparks of light emanate from her outstretched hands against a grassy background.

And how do you approach physical simulation?

Ade: We make flexible use of skeletal physics and Chaos Cloth to achieve natural, expressive motion. Through proprietary skeletal chain algorithms and enhanced cloth solvers, the team replaces costly and unstable traditional collision-based algorithms with more stable and controllable constraint-based algorithms. Let’s take Nikki running in a loose dress as an example. We introduced a flexible and soft-driven constraint stage during preprocessing, ensuring that even under dramatic movements, the initial garment avoids clipping the body.

While pursuing physical realism, the system also preserves the intended artistic silhouette of garments, particularly structured garments with petticoat. These outfits must flow naturally like fabric, while maintaining behavior consistent with their physical construction. Our custom algorithms incorporate collision handling between different garment types and multiple clothing layers, enabling free outfit combinations without sacrificing stability. By carefully balancing visual effects and performance, we achieve consistent results across multiple platforms.


Keep reading

Developer stories explore best practices and philosophies from some of the most inventive developers in the Apple community. In each story, we go behind the screens with developers, designers, and engineers to find out how they brought their remarkable creations to life.

Browse all developer stories >

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Save $400 on 14-inch MacBook Pro M4 Pro with 20C GPU, 1TB SSD this weekend

Amazon is blowing out M4 Pro 14-inch MacBook Pro inventory this weekend, with a staggering $400 discount on the upgraded spec with a 20-core GPU and 1TB SSD.

Update at 2pm ET on April 3:: Amazon has sold out of this deal.

Shoppers on the hunt for the greatest MacBook Pro savings can snap up a $400 discount with a closeout deal on the last-gen M4 Pro 14-inch model with multiple upgrades.

Buy 14″ M4 Pro/24GB/1TB for $1,999

The M4 Pro chip in this spec features a 14-core CPU and 20-core GPU, which is an upgrade from the standard 12C CPU/16C GPU chip found in the M4 Pro line. The Space Black laptop also has a bump up to 1TB of storage.

After the $400 markdown, the price of the laptop has fallen to $1,999. To buy the current M5 Pro model, it would cost a minimum of $2,049.99, but you’ll get fewer GPU cores (16 vs. 20).

You can check out available MacBook Pro offers in our Price Guides, which are broken down by chip and screen size.

If you’re looking to take advantage of the closeout savings, it’s recommended to do so now, as delivery dates are slipping on Amazon, which indicates inventory is likely limited.

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Review: Genki Covert Dock 3 And ShadowCast 3 – A Surprisingly Compact Mobile Capture Duo For Your Switch 2

Review: Genki Covert Dock 3 And ShadowCast 3 - A Surprisingly Compact Mobile Capture Duo For Your Switch 2 1
Image: Genki

Accessory maker Genki is famous for producing a wide range of Switch-related items over the past few years, and the Covert Dock range has always been one of my personal favourites.

With the original Switch, the Covert Dock enabled me to leave my OEM Switch Dock at home and take my console on the road without the added bulk, meaning I could hook the Switch up to any TV, no matter where I was, with the minimum of fuss.

Obviously, the arrival of the Switch 2 has introduced additional power demands, which render the older Covert Docks obsolete, but Genki has countered this with the launch of its third-gen model. This offers 64W charging (up from 45W on the Covert Dock 2) and can handle 14K/120 video (up from 4K/60).

As before, the Covert Dock 3 ($69.99) has three ports: USB-C (with DisplayPort 1.2), HDMI 2.1 and USB-A. USB-C handles your video input and allows you to connect systems like the Switch 2, Steam Deck, ROG Ally and more; basically anything that handles video over USB-C – it will top up the battery of the connected device at the same time. It can also charge other devices, like your laptop and smartphone. The HDMI connects to your display, while the old-fashioned USB-A is there for charging accessories and the like.

At 116g and smaller than the charger that comes with my Apple Mac laptop, the Covert Dock 3 is pretty much the only charger you need – and it comes with the added bonus of doubling as a dock for all of the leading handheld gaming systems of the day.

Given Nintendo’s penchant for updating its hardware and rendering third-party docks useless, Genki tells us that this shouldn’t be an issue with the Covert Dock 3.

“We’ve had a lot of questions about Nintendo releasing a future firmware update for NS2 that could interfere with Covert Dock 3 functionality,” the company tells us. “We don’t anticipate this being an issue, but we designed Covert Dock 3 to be firmware updatable just in case. We commit to providing firmware updates if needed and would host the file on either the Covert Dock 3 product page on our website, via email, or on our Discord.”

Genki is twinning the Covert Dock 3 with an update of one of its other popular products, the ShadowCast 3 Pro ($89.99). This marks the most significant redesign of the ShadowCast project since it first launched back in 2021. I wasn’t really convinced by the concept then; while the idea of a capture card which is small enough to fit inside your Switch dock was novel, it felt very much like a solution in search of a problem.

However, fast-forward to 2026, and this latest iteration has become much more useful. The ShadowCast 3 can handle 1080p/120, 1440p/120 and 4K/60 video capture, and runs under Genki’s blissfully streamlined software for a hassle-free streaming and capture experience (you can use it with third-party apps too – in fact, Genki is partnering with Camo Studio as its iPad app works brilliantly with the ShadowCast 3).

Like the previous two models, the ShadowCast 3 is small – but the bonus here is that you get an HDMI Passthrough module that provides an additional HDMI port with zero latency for one screen while streaming and recording on another.

It’s possible to pair the Covert Dock 3 and ShadowCast 3 to create the ultimate on-the-road video capture setup, which will be very handy for content creators and video game journalists (like myself) who often need to grab footage while they’re attending conventions or on studio videos.

Genki has always been good at giving its products a unique visual hook with each refresh, and I think these third-gen offerings are the most visually appealing yet. The combination of dark blue plastic and translucent orange is really eye-catching, and I like that the two products complement one another aesthetically when used together.

Both are priced quite reasonably, too – in fact, you can buy both for less than some of the leading video capture options on the market. As a novice video creator, I couldn’t say for sure if the ShadowCast 3 is a match for the leading examples on the market, but it suits my modest needs – and twinning it with the Covert Dock 3 creates a slimline recording solution that does more than enough for me personally.

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Best Buy Has A Neat Super Mario Bros. 40th Anniversary Game Case Up For Grabs (US)

Super Mario Bros. 40th Anniversary Collectible Game Case
Image: Nintendo Life / Best Buy

US retailer Best Buy has a Super Mario Bros. game card case offer live that’s tied into the plumber’s 40th anniversary year, and we’re actually a little jealous of our pals across the pond.

As highlighted by the redoubtable Wario 64, you’ll need to buy any two Mario games from their list of 38 (that’s including physical and digital options) to qualify for the SteelBook-style case. It’s got all the usual ‘while stocks last’ disclaimer, although you’d hope there would be a substantial amount given that it’s Super bloody Mario we’re talking about here.

Inside there’s space for what looks like 24 game cards, so if you’re a physical game lover looking for a convenient way to store your Game(-Key) Cards, this looks like a fetching Mario-themed option.

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Super Mario 40th Anniversary Collectible Game Card Case
Image: Best Buy

There’s a mix of Switch 1 and 2 games in the offer including Karts, Partys, sports, and spin-offs. The catch? You’ll need to pay full price for both to qualify for the case. Aye, there’s the rub. There’s always a rub. Still, it’s a nice-looking case.

Elsewhere, according to an ad (once again posted again by Mr. 64), Target has a free Mario Galaxy Movie poster offer going and a “$100 Super Mario Bros. 40th Anniversary Gift Card + Collectible Case” which appears to be a totally different non-cart-carrying case with eShop credit inside, again with limited quantities. And “no rain checks”, apparently.

$100 Super Mario Bros. 40th Anniversary Gift Card + Collectible Case
Can’t see it being much use for anything, but maybe it’s really small and actually a single-cart game case!? — Image: Target

Anyhow, some neat Mario-related stuff tied to the anniversary which kicked off back in September last year. We’ll be keeping an eye on if this swag appears at other outlets or — fingers-crossed — in other territories.

Let us know if you’ll be paying top dollar to get your hands on one of these.

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Review: Super Meat Boy 3D (Switch 2) – Not The Finest Cut, But Still Tasty

Super Meat Boy 3D Review - Screenshot 1 of 6
Captured on Nintendo Switch 2 (Handheld/Undocked)

In many ways, the gaming landscape was radically different in 2010, and one difference was a relative lack of indie releases.

Nowadays, it’s not uncommon for games like Balatro or Hollow Knight: Silksong to have equal sales, attention, and excitement behind them as major AAA releases, and it can be easy to forget that such success stories were once largely unheard of. Super Meat Boy was one of the first games to contribute to the change in that narrative, showcasing the massive success that can come from a small team executing well on unique gameplay ideas and blazing a trail that’s been followed by countless indie teams in the years since.

However, Super Meat Boy never really got a proper sequel. The End Is Nigh acted as a sort of spiritual successor and Super Meat Boy Forever was a sidestep with its auto-running shenanigans; it wasn’t until now that Team Meat (and Sluggerfly) really took a big swing at trying something that pushes the series forward. It’s not perfect, but Super Meat Boy 3D feels like a true sequel to the original 2D release, building upon many of its ideas while also pulling off the unenviable task of trying to make it all work in 3D space.

Super Meat Boy 3D Review - Screenshot 2 of 6
Captured on Nintendo Switch 2 (Handheld/Undocked)

It carries over the same ‘tough but fair’ gameplay of the original, presenting players with a rapid-fire series of insanely tough platforming gauntlets where mistakes are immediately punished by sending the player back to the start of the level. Ordinarily, the lack of checkpoints and the uncompromising difficulty would quickly lead to frustration, but that’s smartly sidestepped through the short length of levels and the speed of resets. You barely have time to register your failure before you’re already starting your next run, and it’s only another couple of seconds before you’re back at the spot where you initially got hung up.

Through these speedy retries, each level becomes this almost meditative practice where you rapidly learn from your mistakes and improve your times as you hone your route and deftly bound between obstacles. The game design speaks for itself here and it’s very impressive in how well it manages player frustration, doling out just enough satisfaction from new successes to make it feel worthwhile pushing through the desire to ragequit.

And when levels are only about 20 seconds long apiece, it’s easy to convince yourself to throw yourself back in. I especially liked how they carried over a feature of the original Super Meat Boy where you’re greeted with a cool replay at the end of each stage showing ghost data of all your previous failed attempts, watching them all die off as the winning Meat Boy pulls ahead of the pack. What a way to concretely showcase your growing skill!

Super Meat Boy 3D Review - Screenshot 3 of 6
Captured on Nintendo Switch 2 (Handheld/Undocked)

Beating a stage is itself a big accomplishment, but there are further mastery challenges to engage in if you wish. Every stage contains a bandage somewhere, often placed in an especially out of reach or hidden place, and these are used to unlock more characters.

Additionally, each stage has an ‘A+’ rank that challenges you to finish it within a certain time limit. If you can do so, you’ll unlock a much harder Dark World variant of the level which also has an ‘A+’ time you can go for. Merely beating the game is itself a decent demonstration of skill, but getting 100% completion is something that could potentially take you dozens of hours.

A game like this lives or dies by its controls, and the developers luckily delivered in this regard. Meat Boy feels both responsive and floaty, perfectly matching his 2D counterpart and making it hard to blame any of your hundreds of deaths on loose controls. To account for the additional challenges offered by the extra dimension, Meat Boy also now has an air dash to give a quick burst of speed and to close gaps between walls as you approach them. It takes a bit of getting used to, but the air dash introduces a lot of opportunities for skips where perfect execution can allow you to bypass whole sections of levels.

Super Meat Boy 3D Review - Screenshot 4 of 6
Captured on Nintendo Switch 2 (Handheld/Undocked)

Yet Meat Boy hasn’t made the leap to 3D totally unscathed. Though the core experience of equally rewarding and punishing gameplay is still here, the level designs can stray too far into unfair territory. Due to the fixed camera angle, it can be tough to accurately judge the depth of a jump, and with how narrow the margins are for failure, this can lead to untimely deaths. Naturally, you get a better feel for things through repetition, but I found that there were many failed attempts where I plummeted to an early death because a wall I was hurtling towards turned out to be just a bit further away than it looked.

Beyond this, the performance is unfortunate. A rage-inducing game such as this demands a stable 60fps, but the actual frame rate falls short of this. Though things are a bit more stable in docked mode, it seems to jump anywhere from the mid 40s to the low 30s, leading to a rather choppy experience. Given the relatively simplistic graphics, it’s tough to see why this game has such a hard time running on the hardware; I was disappointed by the lack of optimisation and hope this is something that’s fixed in the future.

Interestingly, I found that the unforgiving nature of the game covers over the camera and performance issues relatively well. When you’re conditioned to put in dozens of attempts on a challenging platforming gauntlet, it’s tough to pay close attention to the fact a few of those were due to depth perception issues or a sudden frame hitch given how quickly you jump right into the next attempt.

Super Meat Boy 3D Review - Screenshot 5 of 6
Captured on Nintendo Switch 2 (Handheld/Undocked)

This doesn’t excuse the camera and performance issues, but it feels like they negatively influence your experience less than something with lengthy loads and runbacks. When the whole game is designed around being frustrating, occasional technical frustrations feel more like they’re just ‘part of the experience’, maybe.

Visually, Super Meat Boy 3D does a nice job of carrying over the colourful, gross, and violent aesthetic of the original game. Whether you’re exploring a dark world, a forest , or a toxic waste dump, each stage has a lot of fun details in the environment that nicely match the kinetic nature of the gameplay. Some biomes make it a little bit tough to make out Meat Boy himself—a red blob swiftly dashing through an environment full of warm, dark colours can sometimes get lost. Even so, I was pleased with the graphical design here, especially for the fun little FMV scenes that play out around boss fights.

Super Meat Boy 3D Review - Screenshot 6 of 6
Captured on Nintendo Switch 2 (Handheld/Undocked)

The soundtrack matches the intensity of the gameplay and visual design with a metal and rock-based soundtrack. The cacophony of screeching guitars and clanging drums perfectly goes with the buzzsaws and lasers, but I found it interesting how surprisingly chill some tracks sound despite all the action onscreen.

Conclusion

Super Meat Boy 3D may not be quite the same watershed moment for indie gaming as its respected predecessor, but there’s a lot to love about this one and would say that Sluggerfly and Team Meat have largely stuck the landing in the transition to a new dimension.

Tight controls, tough, rewarding gameplay, and lots of replayability all stack up in its favour, even as frame rate and camera issues hold it back from being a flawless successor. If you’re looking for an addictive platformer that’ll push your skills to their absolute limit, I’d give this one a strong recommendation.

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One Of Switch’s Very Best Indies Is Getting Physical 8 Years After Release

Just Shapes & Beats
Image: Nintendo Life / Fangamer

Back in the heady beforetimes of 2018, we reviewed a little indie game from Berzerk Studio that did exactly what it said on the tin. Just Shapes & Beats, a self-described ‘musical bullet hell’ , had you manoeuvring a little shape to avoid taking a beating from an environment keyed in to whatever banging chiptune track the level was built around.

If you haven’t played it, you really should because it’s excellent (ergo the ‘Excellent – 9/10’ on the end of our review). If you’ve been waiting for an excuse to play it, here’s one: Eight years on, it’s finally getting a physical release.

Fangamer is putting out the Canadian team’s first Switch game in July, priced at $35/€39. For your cash you get the game on cart, naturally, plus an instruction manual, poster, and sticker sheet.

Here’s a little PR blurb and some better pics of the bits:

Just Shapes & Beats debuted to rave reviews in 2018, and Berzerk has kept the party bumpin’ ever since via several free content updates, delighting hundreds of thousands of players. Boosted by homages to other beloved titles through a Shovel Knight-themed Mixtape, a remix of Undertale’s Spider Dance, and a face-melting rendition of the Mortal Kombat movie’s theme, Just Shapes & Beats is a joyous blitz ready to make even the grumpiest goth kids crack a smile.

Back in 2018, one *checks notes* Gavin Lane wrote, “the sheer verve of Just Shapes & Beats is infectious. True to its name, the elements are simple, but Berzerk Studio explores and executes on its modest premise with an exceptional level of polish. It injects pure joy into the oppressive, pulsing panic of Super Hexagon and creates a celebratory explosion of the audio-visual in video games.”

If that sounds tasty, pre-order pages are live on Fangamer’s US and EU sites. Merge Games put out a physical version of the also-excellent Infernax, so it’s great to see the studio’s previous work get the cart treatment. Let us know below if you loved the game as much as we did.