Posted by: xSicKxBot - 12-26-2020, 07:33 AM - Forum: Lounge
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Green Arrow Comes To Fortnite In Time For The New Year
Fortnite has had no shortage of superhero guests in 2020, including everyone from Deadpool to Aquaman, and it's adding one more hero before the year is up. The legendary archer Green Arrow will arrive in the game on December 31 exclusively for Fortnite Crew members.
Green Arrow's look in the game is based on his appearance from The CW's Arrow series, so he may appear a little bit different than the one featured in the comics or in games like Injustice 2. Along with the character skin, you can also get a Tactical Quiver back bling and the Style and Boxing Glove pickaxe.
Never let the city down ? Expert archer Green Arrow will join Fortnite Crew in January’s Pack featuring his iconic look. Get the Crew Pack on December 31 at 7 PM ET! Learn more: https://t.co/IVmXWMtc6jpic.twitter.com/cDZvHnhdYh
The pack will be available on December 31 at 4 PM PT / 7 PM ET. You have until then to subscribe to Fortnite Crew and get December's pack, Galaxia. There have been a number of franchises represented in this season, with its "worlds collide" concept giving us everyone from Kratos to Master Chief. Black Panther and Captain Marvel were also added this week.
Over the holiday season we’ll be republishing a series of Nintendo Life articles, interviews and other features from the previous twelve months that we consider to be our Best of 2020. Hopefully, this will give you a chance to catch up on pieces you missed, or simply enjoy looking back on a year which did have some highlights — honest!
This feature was originally published in March 2020.
Obviously there are many unsung heroes when it comes to the development of any video game, with various familiar names contributing to the series over the years in different capacities, as well as hundreds of Nintendo staff that aren’t so well-known or public-facing. Still, the people below are the principle players responsible for the series we know and love, from the initial entry up to the brand-spanking new Animal Crossing: New Horizons.
What’s that? You hadn’t heard there was a new Animal Crossing out on Switch? Sounds most unlikely, but you should probably read our review of the game, quick-smart! (SPOILERS: we quite like it.)
The principle people behind the Animal Crossing series
Katsuya Eguchi (Creator, Director, Producer)
As we said above, many people have contributed to make Animal Crossing what it is today, but the person perhaps most directly responsible is Katsuya Eguchi.
Euguchi joined Nintendo 1986 working as a designer on Super Mario Bros. 3 before moving on to direct Star Fox and Wave Race 64. He took on the role of Chief Designer for Yoshi’s Story before getting down to work on creating Animal Crossing based on his experiences of moving from his hometown of Chiba to Kyoto when he joined Nintendo over a decade earlier.
Co-directing the first Animal Crossing with Hisashi Nogami (below) with Takashi Tezuka on producing duties, Eguchi put down the foundation that the series has been building on for nearly two decades now. He would move on to producer roles on subsequent instalments (and on many other games besides), but he’ll forever be tied to this most delightful of Nintendo franchises.
Hisashi Nogami (Co-Director, Director, Producer)
Hisashi Nogami joined the company in 1994 and worked on character design for Yoshi’s Island. He directed the first three Animal Crossing entries (the first jointly with Katsuya Eguchi, Animal Crossing : Wild World solo and Animal Crossing: City Folk with Isao Moro) and acted as Producer on New Horizons.
He also produced Splatoon and its sequel, which we’ve spoken to him about. Thoroughly nice chap, and someone who has left an indelible mark on the series since the very beginning. Speaking with the late Satoru Iwata in an Iwata Asks interview for City Folk, Nogami recalled how Iwata’s approval during the development of the original game gave the team encouragement to persevere with an idea which wasn’t quite like anything else available at the time:
At that time, you were not yet President of Nintendo, but the fact that you had thought it was interesting really spurred us on in developing the title after that. Those of us working on it had thought it was interesting, but we were still at a point where we weren’t really sure about whether anyone would want to play a game that wasn’t quite a game…
It seems to have caught on, no?
Aya Kyogoku, (Co-Director, Director)
As noted last year in our look at the most important figures in Nintendo history, there’s a significant lack of women in higher profile developmental roles at the company, but Aya Kyogoku is certainly one of them. She began as a script writer on the Legend of Zelda series and was responsible for much of the dialogue in City Folk. After taking on the co-directing role with Animal Crossing: New Leaf (with Isoa Moro), she and producer Eguchi hired a large number of female staff to bring the gender balance of the development team to an even 50-50 split. This diversity contributed to the most successful series entry to date.
Over the years her prominence has continued to grow and she was the sole director helming the latest entry for Switch. Within the last year she’s been promoted to Manager of the production group responsible for both the Splatoon and Animal Crossing series and under her watchful eye we’d say the future of the series is in excellent hands.
Kazumi Totaka (Composer, Sound Designer)
One of several composers who has worked on the series, Totaka is without doubt the most prominent thanks to his beloved namesake character who has appeared in every iteration thus far: the guitar-toting canine and musical chameleon K.K. Slider. While it isn’t apparent from his English name, everyone’s favourite good boy performer is named Totakeke in Japan (in fact, he introduces himself as such in the first game saying that his more familiar moniker is his Saturday night stage name).
Totaka’s ‘appearance’ in the game tends to overshadow the work of multiple other Nintendo composers who have worked on the series including Manaka Kataoka, Asuka Hayazaki, Toru Minegishi, Shinobu Tanaka and plenty more of Nintendo’s audio department. Still, Totaka will forever be associated with this series, K.K. and the song he has sneakily inserted into dozens of Nintendo games over the years. The appearance of infamous Easter Egg Totaka’s Song in Animal Crossing is perhaps the most obvious of the lot. It’s called K.K. Song and Slider will usually play it on request.
Isao Moro, (System Director, Co-Director)
After acting as System Director on Wild World, Isao Moro graduated to subdirector on City Folk and co-director along with Aya Kyogoku on New Leaf. In collaboration with Kyogoku, it was Moro who fashioned the finest Animal Crossing experience to date (well, until New Horizons came along) and introduced the world to the wonders of mayoral duties, fan-favourite administrator Isabelle and the ability to customise not only the interior of your home, but also the town itself with bridges, fountains and a wide variety of public works projects.
The spin-off game Animal Crossing: Happy Home Designer, which debuted several quality of life features that would find their way back into New Leaf via the Welcome amiibo update, would be Moro’s last directing gig at Nintendo. He left the company in 2018 and relocated to the island of Okinawa where he teaches programming.
Ryuji Kobayashi (Design/Art Director)
Kobayashi began working on character animation for the first game and graduated to design director on Wild World for Nintendo DS, a role he returned to for the Wii entry. He took on the Art Director role for the gorgeous New Leaf and over the years has steered the series in a very specific direction in terms of look and feel. He has also worked extensively on the Legend of Zelda series, most recently doing animation work on the rather lovely Breath of the Wild.
Much like its systems, there’s an elegant simplicity and beauty to Animal Crossing’s visual presentation and Ryuji Kobayashi is one of the people responsible for that.
Koji Takahashi, (Character Design, Design Director)
Another veteran staff member with nebulous sounding credits on the series, Koji Takahashi has been responsible a broad number of things across several series entries, notably the design of characters in Wild World and coordinating design for Animal Crossing: New Leaf, a role he also took on The Legend of Zelda: A Link Between Worlds.
One area Takahashi worked on was choosing the right characters for the right jobs in New Leaf, which introduced Cyrus and Reese the alpacas and Leif the sloth. According to the Iwata Asks interview on the game, finding the right fit wasn’t always easy:
Well, we weren’t indiscriminate in our search. We tried to find animals that fitted their in-game function and suited the shop where they would appear. That’s why we thought that an animal that lives in the forest would work well in the gardening center, so we settled on the sloth.
In the same interview Takahashi mentions the hard work that goes into the growing list of items available in each entry, and it’s clear that his efforts haven’t been in vain, with each game adding to the list of items and activities to enjoy in a way which makes returning a thrill, even if you’ve played every last game to death.
Makoto Wada, (Script Writer)
Makoto Wada is credited with script work on Animal Crossing, although given Nintendo’s habit of doling out director credits across the spectrum, we wouldn’t be surprised to find out he had one of them somewhere for this series, too.
He’s directed game like Super Punch-Out!! and Mario Kart DS, but he has worked on the script of multiple Animal Crossing games including the original and New Leaf. According to an Iwata Asks interview, he was responsible for the lines of Mr. Resetti, the gruff, curmudgeonly mole who would get’s most upset if you turn the game off without saving properly. Without him, we’d be without those fabulous rants.
Nintendo Treehouse
Okay, we’re cheating here by lumping Nintendo of America’s entire in-house localisation team into a single entry, but we couldn’t finish this list without doffing our collective caps to the sterling work the Treehouse has done with every single entry in the series. The easy-going nature of the games belies the colossal about of text and translation work required to bring an Animal Crossing game to the West and while the original writers obviously deserve recognition, the localisation team is equally deserving of thanks for capturing the spirit of the original script.
More than that, the Treehouse team has fed back into the series from the beginning when Nintendo of Japan ended up reincorporating holidays from original GameCube localisation of N64’s Animal Forest into an updated Japanese version. Since that time the teams across different sides of the globe have collaborated much more closely from the beginning of each new project.
If you can’t get enough Animal Crossing content to satisfy your insatiable thirst for all things Nook, our ranked rundown of the best Animal Crossing games puts every series entry and spin-off into best-to-worst list form, so feel free to check that out and let us know how you’d amend our picks in your own personal ranking.
Feature: The Twelve Games Of Christmas – A Dozen Festive Memories
As we’re often told, Christmas is a special time of year, a season of goodwill, generosity and gift-giving. For gamers, festive memories are often tied in with the excitement of receiving a brand new game, perhaps something that released months ago that we had been waiting for, and sliding that lovely cart or disc into our console for the very first time.
Sometimes it’s easy for one Christmas memory to blur into another — the same decorations, the same tree, the same people, music and post-meal drowsiness — but the first time you every played Ocarina of Time or that one when Grandad bowled you over in Wii Sports? Now that sticks in the memory!
Below we present to you twelve yuletide gaming memories from Nintendo Life staff and contributors, each one featuring a different game that holds a special, festive place in our hearts and minds.
Publisher: Nintendo / Developer: Nintendo EAD
Release Date: 23rd Nov 1998 (USA) / 11th Dec 1998 (UK/EU)
Christmas, 1998. I remember this game releasing earlier in December (in the UK) and for a while it was touch-and-go whether I’d be able to get a copy. I’d devoured every word of the preview and review (stretched across two issues of N64 Magazine) and was gagging to play my first ever Zelda game.
Fortunately, Ocarina of Timewas sitting under the tree that year. I somehow managed to convince my parents to let me set up the N64 on the downstairs telly, too, so I took my first steps into the woods on a fittingly large screen in view of elderly relatives. “He’s an angry little chap, isn’t he?” they said as Link yelled and chopped through grass collecting rupees for the very first time.
I don’t remember if I got through the forest and out onto Hyrule Field that first day, but I’ll never forget the notes and floating fairy detritus in the air of Kokiri Forest that morning… *counts* twenty-two long years ago. — Gavin Lane
I’ll never forget the moment I opened my presents on Christmas morning, 1999, and found a shiny new turquoise Game Boy Color along with a copy of Pokémon Blue. It was the start of my journey with Pokémon that, for better or worse, has lasted to this very day.
I spent so many hours with Pokémon Blue in the days and months following Christmas, and it’s still the only mainline game in which I completed the entire Pokédex! At the age of ten, it arrived at the perfect time, and the visuals, the music, and the story will be etched in my memory forever. What a great Christmas! — Ollie Reynolds
Publisher: Nintendo / Developer: Nintendo EAD
Release Date: 16th Nov 2008 (USA) / 5th Dec 2008 (UK/EU)
Animal Crossing and the holidays go together like Santa and cookies. Or reindeer and sleighs. Or new video game consoles and siblings fighting over them on Christmas morning. My ultimate Christmas gaming memory was waking up on December 25th, 2008 to find a brand new, shiny Nintendo Wii and a copy of Animal Crossing: City Folk wrapped under the Christmas tree.
Ever since playing on my friend’s GameCube, I had yearned to experience Toy Day for myself (and sadly, though I had Wild World on the DS, the devs had apparently decided holidays weren’t important for that entry in the series). It took two years of Nintendo’s marketing to finally convince my parents that a gaming console on the TV wasn’t the devil’s work (we’d only been allowed handheld consoles prior to that). My little brothers and I spent the entire day playing City Folk, marveling at the graphics and magic of the Wii Remote – and of celebrating a real-time holiday with NPCs… Ah, to be a kid again. — Austin Voight
Publisher: Nintendo / Developer: Nintendo EAD
Release Date: 19th Nov 2006 (USA) / 8th Dec 2006 (UK/EU)
Whenever I would talk about games with my family they would say “that’s nice kiddo” and continue to do whatever it is people who don’t play games do. That all changed on Christmas Day 2006 — for the very first time my parents not only took an interest in games but they actively wanted to play them with me.
In the morning my mum and sisters all bowled together and played Doubles in Tennis. After dinner my dad called me into the living room asking if we could play a round of Golf. It’s easy to look back on those Wii adverts and snort at the exaggerated motions and forced smiles, but honestly that’s exactly what it was like playing the Wii for the first time.
Even my Granddad took an interest when he came to visit on Boxing Day. He couldn’t play real Golf anymore due to problems with his legs and the joy on his face when he discovered you could play sitting down is a memory I’ll never forget. — Jon Cartwright
T’was Christmas Day of the year Nineteen Hundred and Ninety-Two when I received my most cherished Xmas present ever, a shiny new Super Nintendo console with a copy of Street Fighter II: The World Warrior. After years of putting up with shoddy arcade ports, terrible controls and excruciating loading times on my dear old Commodore 64 here, for the first time ever I had in my own home what I considered to be a pixel perfect version of a game I’d previously spent months pumping coins into down the local arcade.
That entire Christmas holiday, as well as the weeks and months that followed, were a blur of street fighting action, myself and my brother playing incessantly through dinner times, study hours and homemade haircuts – for as everybody knows, the true measure of a warrior is their ability to best M. Bison while their mammy chops their locks. Looking back now, even after all the many games I’ve played and platforms I’ve owned since, nothing has ever really come close to matching the excitement of those heady days some twenty-eight years ago and I sincerely doubt anything ever will. It may have as much to do with warm reminders of my home and family as it does the game itself but Street Fighter II is absolutely my number one Christmas gaming memory. — PJ O’Reilly
I don’t remember much about Christmas 1997, because I was a tiny little prawn of a human back then and most of my time was spent mastering the alphabet and shoelaces. I do remember my dad getting a pristine Nintendo 64 console under the tree, which swiftly became the sole property of me and my brother as we sat under it for hours at a time. We had Lylat Wars, Super Mario 64, Mario Kart and GoldenEye; I never completed a single one of them, because I was a baby idiot, but I would spend days exploring Peach’s castle and the train tracks of Mario Kart’s Kalimari Desert. Winning isn’t the only way to have fun! — Kate Gray
Publisher: Nintendo / Developer: Rare
Release Date: 20th Nov 1995 (USA) / 14th Dec 1995 (UK/EU)
I was never bought Nintendo stuff for Christmas, as a rule. Mainly because I didn’t have a Nintendo until my desperation purchase of a GBA SP when the Nintendo DS was sold out at launch. A shocking revelation, I know. But I was kept in the loop by a somewhat disreputable Christmas gift from a family friend back in 2002 – two discs of SNES roms, encompassing the majority of the system’s noteworthy offerings. A big deal when you have no private internet access, and only 1.4mb will fit on a floppy disk.
It was this cheap, cheerful and extremely hooky gift that woke me up to the sheer quality of the Super Nintendo’s library, and almost directly responsible for my subsequent purchasing of almost every retro-tinged Nintendo offering. Without those CDs, I may never have got the Nintendo bug. Now I’m a devotee.
Most of my friends got GTA: Vice City for Christmas. I didn’t care, though. I had Donkey Kong Country 2. — Stuart Gipp
Tuesday 24th November 1992 is remembered (by Sega fans, at least) as ‘Sonic 2sday’, the release date of one of the very finest 16-bit sequels ever made. Still, for many kids of the era (including yours truly) Christmas morning would be our first opportunity to dive into Sonic the Hedgehog 2 on the Mega Drive / Genesis.
I remember being able to unwrap one present before the rest, and there was no question that the game-box-shaped one would be first. Following the cursory thanks to mum and dad, I ran upstairs, opened the box and placed cart in the slot with all the ceremony an excited eight-year-old could muster. Everything looked so blue! The colours really popped and I remember playing for around an hour before the shooting arrows and water of Aquatic Ruin Zone sent me back to the beginning. I was soon called downstairs to re-join the festive collective and would spend the rest of the day poring through the manual.
I remember precisely nothing else of Christmas ’92, but that hour or so is burned into my memory: the matte black metal of my old TV stand, the dry texture of the carpet, and the first time I experienced the soundtrack and vibrant hues of Emerald Hill Zone on my little 14-inch Matsui CRT. — Gavin Lane
That satisfying “clank” when you push on the power button of a Super Nintendo control deck is always a privilege. In the distant year of 1992 I was the happiest kid on the block because in September I had managed to put enough money aside and (along with the generous help of my parents) for a PAL Super Nintendo with Super Mario World packed in, along with the revolutionary F-Zero. After mastering all 96 levels of the first game and completing all the cups on Master in the second, Pilotwings was my third game, having picked it up in October for my birthday. I eventually became a full fledged flight cadet after acing the game (except for the bonus rounds that I didn’t know existed — in 1992 there was no internet in my country!). Fast forward to December where I picked up my next two SNES video games: firstly, Teenage Mutant Ninja Turtles IV: Turtles in Time, a game I replayed over and over again, alone or with friends and one I could beat with Raphael in Hard mode just shy of eighteen minutes.
But then there was the fifth game. As a previous Spectrum, Amiga and Game Boy owner it might not come as a surprise that I had never really played any RPGs thus far, so this fifth game was something truly intriguing and mesmerising. It was also by far the best value for money at the time because I certainly could not complete this game in one sitting and without any sort of game guide. The Legend of Zelda: A Link to the Past was all about exploration along with trial and error.
Christmas Eve, 1992. As per tradition, my uncle, aunt and cousin would come over for dinner and other Christmas related activities. Once me and my cousin moved away from the dinner table, we took refuge in the kitchen with its small CRT TV over the fridge since there was no way we could hook up the SNES to the big living room TV. After we blasted all the way thought TMNT IV, I was excited to showcase Zelda to my cousin. I erased my previous game that had an hour of progress and started a fresh quest. Before midnight tolled we had rescued the princess, conquered the Eastern Palace, the Desert Palace, the tower of Hera, found our way through the Lost Woods to retrieve the Master Sword and stood up and defeated the mysterious wizard Agahnim. Surely this epic quest must be at an end?
Imagine me and my cousin’s face when, instead, we were teleported to the Dark World, a place we had glimpsed slightly at Death Mountain. There were now five new dungeons to tackle on the map. Sadly, not only had the clock struck midnight but I was stuck in rabbit form because in the innocence of my first-time blind playthrough I had skipped on retrieving the Moon Pearl back in Hera’s Tower.
We didn’t finish the game that Christmas Eve. Come Christmas morning and I distinctly remember being more eager to return to Hyrule than unwrapping my brand new gifts. That game turned me into a hardcore action-adventure/RPG and Zelda franchise fan for life. Eventually my cousin ‘grew out’ of video games — obviously, I didn’t. Still, what we shared that Christmas Eve was a magical, unparalleled bonding experience. Time to hook up the SNES Classic Mini for one more princess rescue. — Gonçalo Lopes
Publisher: Nintendo / Developer: Nintendo R&D1
Release Date: Nov 1991 (USA) / 21st May 1992 (UK/EU)
Worryingly recently (Christmas 2013 according to my Activity Log), my brother and I decided that a grand old way to spend a few festive hours was to replay Metroid II: Return of Samus on our own 3DS Virtual Console copies; it was on sale or something and we thought ‘why not?’, or words to that effect.
So we downloaded the bloomin’ game that had sparked our love for the series, and found both of ourselves glued to the systems. Neither of us had ever considered doing anything like a speedrun before (and to be fair, we weren’t all that speedy about it) but we were both shocked at just how much we remembered about the game, and indeed how uncomfortable those pitch black areas make me feel.
We blasted through everything, getting most if not all of the upgrades, and all in around five hours-a-piece. We had never sat down and played the game all the way through in a single sitting, and more to the point we’d never done anything like this together. It’s a simple memory and not all that exciting to recount (or read I’m sure), but it’s something a bit special to me, and something I still think about every so often. — Alex Olney
Publisher: Nintendo / Developer: Nintendo EAD
Release Date: 10th Feb 1997 (USA) / 24th Jun 1997 (UK/EU)
I remember one Christmas when we were visiting family about three hours from home. On the big day, my parents gifted my brother and me a copy of Mario Kart 64. We were told we, unfortunately, had to wait until we got home to receive the other half of the present (the N64), so for the next five days or so, all we could do was look at the game cartridge.
I studied the game manual and additional papers that came with Nintendo’s games back then for the rest of the week. When we finally returned home, I was blown away by the ‘next generation’ of Nintendo. Racing through that tunnel on Luigi Raceway, with the fancy screen above it — what a moment!
I don’t remember the exact time of year I first teleported into one of the most Christmas-y of all winter-themed levels in all video games — it was likely in one of the summer months. However, in the years that followed it became an annual ritual to blast through the first couple of hours of Banjo-Kazooie in the early weeks of December, just so I’d have the pleasure of rescuing the Twinklies, flying through the star on top of the tree, catching up with Wozza and racing Boggy around Freezeezy Peak on the morning of the 25th.
And in the years when I haven’t had time to get my save file to the appropriate spot? I’ve made do by adding Grant Kirkhope’s festive theme into the Xmas playlist of standards alongside Mike Oldfield, Phil Spector and the rest while knocking up some breakfast. — Gavin Lane
Well, there’s a selection of our favourite holiday gaming memories. We hope you’re having a fantastic time this holiday season — feel free to let us know your own treasured memories below.
Posted by: xSicKxBot - 12-26-2020, 01:15 AM - Forum: Lounge
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Original Silent Hill Creator Is Working On New Horror-Action Game
Last month, Silent Hill creator Keiichiro Toyama announced he had founded a new company called Bokeh Game Studio with veteran developers from games like Gravity Rush and The Last Guardian. Now, we have learned more about Toyama's first project, and it should appeal to Silent Hill fans.
In an interview with IGN Japan, Toyama said his new game would be an action-adventure game rather than a standard survival-horror experience. However, he said it would "appeal to fans of [his] previous work," quite clearly referencing Silent Hill. That series has been on ice for several years now, with Hideo Kojima and Guillermo del Toro's collaborative Silent Hills project being canceled in 2015. The demo, PT, was deleted from the PlayStation Store, and PS4 consoles that have it installed have become valuable.
"If anything, this will be more of a horror-oriented game," Toyama added. "But we will focus on making this a broader entertainment experience rather than a hardcore horror game."
Python’s built-in delattr() function takes an object and an attribute name as arguments and removes the attribute from the object. The call delattr(object, 'attribute') is semantically identical to del object.attribute.
This article shows you how to use Python’s built-in delattr() function.
Usage
Learn by example! Here’s an example on how to use the delattr()built-in function.
Create a Car object with one attribute speed.
# Define class with one attribute
class Car: def __init__(self): self.speed = 100 # Create object
porsche = Car()
# What's the value for attribute speed?
print(porsche.speed)
# 100
Use delattr(porsche, speed) to remove the attribute speed from the object porsche.
# Remove the attribute speed from porsche
delattr(porsche, 'speed')
After removing the attribute, it cannot be accessed anymore:
# Does this still work?
print(porsche.speed)
# No: '''
Traceback (most recent call last): File "C:\Users\xcent\Desktop\Finxter\Blog\HowToConvertBooleanToStringPython\code.py", line 18, in <module> print(porsche.speed)
AttributeError: 'Car' object has no attribute 'speed' '''
Syntax delattr()
The delattr() object has the following syntax:
Syntax: delattr(object, attribute) # Removes attribute from object
Arguments
object
The object from which the attribute should be removed
string
The attribute to be removed
Return Value
None
Returns Nothing. If the attribute doesn’t exist, the method does nothing.
Exercise: Does the code work? If yes, run it! If not, fix the bug!
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The alternative to Python’s built-in delattr() is to use the del keyword that is also built-in.
The delattr(object, 'attribute') is semantically identical to the del object.attribute call. Note that in the first case, the attribute is given as a string, while in the second case, the attribute is given as a normal attribute name.
# Define class with one attribute
class Car: def __init__(self): self.speed = 100 # Create object
porsche = Car() # What's the value for attribute speed?
print(porsche.speed) # Remove the attribute speed from porsche
del porsche.speed # Does this still work?
print(porsche.speed)
The output is the same:
100
Traceback (most recent call last): File "C:\Users\xcent\Desktop\Finxter\Blog\HowToConvertBooleanToStringPython\code.py", line 17, in <module> print(porsche.speed)
AttributeError: 'Car' object has no attribute 'speed'
Related Functions
The getattr() function returns the value of an attribute.
The hasattr() function checks if an attribute exists.
The setattr() function sets the value of an attribute.
Summary
Python’s built-in delattr() function takes an object and an attribute name as arguments and removes the attribute from the object.
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Scroll down and choose the regular edition. There might also be issues claiming it due to the site's servers handling the high traffic. Wait it out a bit until claiming it again.
The game is free to keep for 24 hours until Dec 26th, 2020 - 16:00 UTC. Epic is also giving everyone a $10 coupon to be used on any purchase of $15 or higher.
The GFG staff would also like to appreciate everyone in this group for sticking with us so far. Thank you for being a great community all these years. We wish you a Merry Christmas and here's to a better year for everyone!
If you want to have a chat, ask questions, share freebies we might have missed, or even participate in our daily raffles, don't be shy stopping by our discord[discord.gg], a large majority of our community are more active in there sharing any giveaway and freebies we can find.
Feature: Nintendo Life’s Switch Game Of The Year 2020
As 2020 draws to a close (finally!) and the fresh-faced 2021 peeks at us from over the horizon, it’s time to look back at the best Switch games to release over the past 360-odd days.
In what ended up being an extremely tough year for many people, there were positives to be found — at least in the field of video games! A release schedule that at the start of the year was essentially Animal Crossing and a bunch of blank spaces belied a host of top-quality games that were released within a matter of weeks after their surprise announcement.
But which were the absolute best games of 2020? Well, we’ve asked you that very question and tomorrow we’ll publish the top 50 picks according to Nintendo Life readers. Today, however, we of Team Nintendo Life shall be sharing our picks of the best Switch games of 2020. It wasn’t easy — the shortlist we drew up certainly wasn’t very short! — but after each nominating our personal top 10s with points assigned, we’ve whittled down the following ten Switch games that cumulatively represent our absolute favourites of 2020.
As for the reader-voted Switch GOTY 2020 list, there’s still time to squeeze in ratings before publication tomorrow, although remember that as with our other reader-ranked lists you’ll also be able to rate your favourites and influence that ranking after it goes live, too — perhaps the perfect activity for sitting on the sofa of a Christmas Day afternoon, bloated with turkey and regret.
The one below, though? This one’s set in stone eternally. Let’s take a look at NL staff’s top 10 Switch games of 2020…
Publisher: SEGA / Developer: Two Point Studios
Release Date: 25th Feb 2020 (USA) / 25th Feb 2020 (UK/EU)
Just sneaking into the top ten thanks to very enthusiastic voting from two team members, Two Point Hospital is one of the Switch games this year we’ve had the most fun with. It’s a great port which loses nothing in the transition to Nintendo’s console and captures the zany spirit of Bullfrog’s Theme Hospital. Other games had us pondering the existential abyss Werner Herzog-style, or weeping as we took a deeply emotional journey — Two Point Hospital gave us a very welcome shot of pure fun and comedy.
Publisher: Nintendo / Developer: Koei Tecmo
Release Date: 20th Nov 2020 (USA) / 20th Nov 2020 (UK/EU)
In a year when we’re eager to both escape to a kingdom filled with natural wonder and beauty and also channel our impotent rage into giving hordes of ne’er-do-wells a thrashing with the Master Sword, Hyrule Warriors: Age of Calamity managed to hit two birds with one stone. It may stumble performance-wise but that never got in the way of our enjoyment of this prequel/side-story Zelda title and its blend of Dynasty Warriors hack-and-slash action with the characters and kingdom from The Legend of Zelda: Breath of the Wild. A satisfying and irresistible aperitif while we await the full Breath of the Wild sequel which, we hope to hear more about in the coming year.
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Publisher: Whippoorwill / Developer: Adam Robinson-Yu
Release Date: 18th Aug 2020 (USA) / 18th Aug 2020 (UK/EU)
A Short Hike offered a beautifully brief respite from everything else in our sizeable backlogs. Combining the charm of an Animal Crossing with the explorative spirit of a bite-sized Breath of the Wild (not to mention a dollop of 32-bit nostalgia with its visual-style), there was much left to do after you’d scaled the mountain, but developer Adam Robinson-Yu produced a feel-good mini masterpiece that came along at just the right time. One of the finest indie games of the year, or any year, and thoroughly deserving of the 10/10 we awarded it.
Publisher: Nintendo / Developer: Nintendo
Release Date: 1st Oct 2020 (USA) / 1st Oct 2020 (UK/EU)
We imagine the pitch for Super Mario Bros. 35 was a short one, but the fact that everything hangs together so well belies the complexity of design and the thought that’s gone into this online multiplayer take on the granddaddy of platform games. For Nintendo Switch Online subscribers, Super Mario Bros. 35 is a timely and fitting tribute to the plumber’s legacy. The worst thing we can say is that we’re disappointed that Nintendo plans to shutter servers on 31st March 2021 (presumably to make way for ‘The Legend of Zelda 35’ or something like that). Then again, perhaps its fleeting nature makes us savour it all the more…
Only joking. Leave it up, Nintendo. You know it makes sense.
Our hearts might belong to Nintendo, but we’re avid fans of video games regardless of their home platforms and while we loved Ori and the Will of the Wisps on XBox One, the chances of it following its predecessor to Switch seemed exceedingly unlikely to us. 2D Metroidvanias might be ten-a-penny on Switch, but this one does things on a technical level which put it seemingly out of reach of Switch’s comparatively modest specs.
And yet it came. Moon Studios went above and beyond to get this running at 60fps on Nintendo’s console, and the fact that it doesn’t feel like a truncated or compromised version in the slightest is testament to the developer’s skill and desire to reach as large an audience as possible with this gorgeous game. Play it.
Smash-Like Brawler Indie Pogo Is Coming To Switch With All DLC Included
Platform brawler Indie Pogo is heading to Nintendo Switch early next year, it’s been confirmed. The news arrives alongside a very timely new character reveal in the shape of Super Meat Boy Forever‘s Meat Boy.
The game is a Smash-like arena fighter for one-to-four players which stars a number of indie favourite fighters, with characters from the likes of Enter The Gungeon, Shovel Knight, Downwell, and Bit.Trip all appearing. It has a focus on “free-flowing aerial combat” and first launched on Steam back in 2018.
The Switch version will contain all previously released content, including all DLC, and will also receive all upcoming DLC packs which are set to include Octodad, Gunvolt from the Azure Striker: Gunvolt series, Dust from Dust: An Elysian Tail, and a fighter from Awesomenauts.
Meat Boy arrives in a new content pack that will launch in January 2021; he’ll be free for all players and comes with a new stage based on the Abandoned Hospital setting, where Super Meat Boy boss C.H.A.D will be making an appearance. The update will also add a single-player arcade mode, new trophies to unlock, and other quality-of-life improvements.
Meat Boy comes to Indie Pogo just as Super Meat Boy Forever launches on Switch
Will you be keeping an eye out for this indie brawler next year? Feel free to share your thoughts with us in the comments below.
Yes, KFC's Game Console Is Real, And It Has A Chicken Warmer
KFC has become something of a meme factory over the last few years, with different celebrities playing Colonel Sanders in commercials and Mario Lopez even starring as the long-dead founder in a short romance film for Lifetime. We saw teases on the KFC Gaming Twitter account of a KFC-branded game console for months, and we assumed it was all a joke. Well, it wasn't. The KFConsole is real, and it keeps your chicken warm.
Intel's Mark Walton clarified that the console is legitimate on Twitter, saying it's powered by Intel. Other game consoles are generally powered by AMD processors.
The Cooler Master page provides more information on the system, saying it's capable of 4K resolution and 240fps gameplay. We can't imagine that's for graphically demanding games, but it's impressive nonetheless. Cooler Master primarily focuses on custom PC builds, but this is pretty different from anything else the company has done.