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  [Tut] Python List append() Method
Posted by: xSicKxBot - 03-09-2020, 06:13 PM - Forum: Python - No Replies

Python List append() Method

How can you add more elements to a given list? Use the append() method in Python. This tutorial shows you everything you need to know to help you master an essential method of the most fundamental container data type in the Python programming language.

Definition and Usage


The list.append(x) method—as the name suggests—appends element x to the end of the list.

Here’s a short example:

>>> l = []
>>> l.append(42)
>>> l
[42]
>>> l.append(21)
>>> l
[42, 21]

In the first line of the example, you create the list l. You then append the integer element 42 to the end of the list. The result is the list with one element [42]. Finally, you append the integer element 21 to the end of that list which results in the list with two elements [42, 21].

Syntax


You can call this method on each list object in Python. Here’s the syntax:

list.append(element)

Arguments



Argument Description
element The object you want to append to the list.

Code Puzzle


Now you know the basics. Let’s deepen your understanding with a short code puzzle—can you solve it?

# Puzzle
nums = [1, 2, 3]
nums.append(nums[:]) print(len(nums))
# What's the output of this code snippet?

You can check out the solution on the Finxter app. (I know it’s tricky!)

Examples


Let’s dive into a few more examples:

>>> lst = [2, 3]
>>> lst.append(3)
>>> lst.append([1,2])
>>> lst.append((3,4))
>>> lst
[2, 3, 3, [1, 2], (3, 4)]

You can see that the append() method also allows for other objects. But be careful: you cannot append multiple elements in one method call. This will only add one new element (even if this new element is a list by itself). Instead, to add multiple elements to your list, you need to call the append() method multiple times.

Python List append() At The Beginning


What if you want to use the append() method at the beginning: you want to “append” an element just before the first element of the list.

Well, you should work on your terminology for starters. But if you insist, you can use the insert() method instead.

Here’s an example:

>>> lst = [1, 2, 3]
>>> lst.insert(0, 99)
>>> lst
[99, 1, 2, 3]

The insert(i, x) method inserts an element x at position i in the list. This way, you can insert an element to each position in the list—even at the first position. Note that if you insert an element at the first position, each subsequent element will be moved by one position. In other words, element i will move to position i+1.

Python List append() Multiple or All Elements


But what if you want to append not one but multiple elements? Or even all elements of a given iterable. Can you do it with append()? Well, let’s try:

>>> l = [1, 2, 3]
>>> l.append([4, 5, 6])
>>> l
[1, 2, 3, [4, 5, 6]]

The answer is no—you cannot append multiple elements to a list by using the append() method. But you can use another method: the extend() method:

>>> l = [1, 2, 3]
>>> l.extend([1, 2, 3])
>>> l
[1, 2, 3, 1, 2, 3]

You call the extend() method on a list object. It takes an iterable as an input argument. Then, it adds all elements of the iterable to the list, in the order of their occurrence.

Python List append() vs extend()


I shot a small video explaining the difference and which method is faster, too:



The method list.append(x) adds element x to the end of the list.

The method list.extend(iter) adds all elements in iter to the end of the list.

The difference between append() and extend() is that the former adds only one element and the latter adds a collection of elements to the list.

You can see this in the following example:

>>> l = []
>>> l.append(1)
>>> l.append(2)
>>> l
[1, 2]
>>> l.extend([3, 4, 5])
>>> l
[1, 2, 3, 4, 5]

In the code, you first add integer elements 1 and 2 to the list using two calls to the append() method. Then, you use the extend method to add the three elements 3, 4, and 5 in a single call of the extend() method.

Which method is faster — extend() vs append()?


To answer this question, I’ve written a short script that tests the runtime performance of creating large lists of increasing sizes using the extend() and the append() methods.

Our thesis is that the extend() method should be faster for larger list sizes because Python can append elements to a list in a batch rather than by calling the same method again and again.

I used my notebook with an Intel® Core™ i7-8565U 1.8GHz processor (with Turbo Boost up to 4.6 GHz) and 8 GB of RAM.

Then, I created 100 lists with both methods, extend() and append(), with sizes ranging from 10,000 elements to 1,000,000 elements. As elements, I simply incremented integer numbers by one starting from 0.

Here’s the code I used to measure and plot the results: which method is faster—append() or extend()?

import time def list_by_append(n): '''Creates a list & appends n elements''' lst = [] for i in range(n): lst.append(n) return lst def list_by_extend(n): '''Creates a list & extends it with n elements''' lst = [] lst.extend(range(n)) return lst # Compare runtime of both methods
list_sizes = [i * 10000 for i in range(100)]
append_runtimes = []
extend_runtimes = [] for size in list_sizes: # Get time stamps time_0 = time.time() list_by_append(size) time_1 = time.time() list_by_extend(size) time_2 = time.time() # Calculate runtimes append_runtimes.append((size, time_1 - time_0)) extend_runtimes.append((size, time_2 - time_1)) # Plot everything
import matplotlib.pyplot as plt
import numpy as np append_runtimes = np.array(append_runtimes)
extend_runtimes = np.array(extend_runtimes) print(append_runtimes)
print(extend_runtimes) plt.plot(append_runtimes[:,0], append_runtimes[:,1], label='append()')
plt.plot(extend_runtimes[:,0], extend_runtimes[:,1], label='extend()') plt.xlabel('list size')
plt.ylabel('runtime (seconds)') plt.legend()
plt.savefig('append_vs_extend.jpg')
plt.show()

The code consists of three high-level parts:

  • In the first part of the code, you define two functions list_by_append(n) and list_by_extend(n) that take as input argument an integer list size n and create lists of successively increasing integer elements using the append() and extend() methods, respectively.
  • In the second part of the code, you compare the runtime of both functions using 100 different values for the list size n.
  • In the third part of the code, you plot everything using the Python matplotlib library.

Here’s the resulting plot that compares the runtime of the two methods append() vs extend(). On the x axis, you can see the list size from 0 to 1,000,000 elements. On the y axis, you can see the runtime in seconds needed to execute the respective functions.


The resulting plot shows that both methods are extremely fast for a few tens of thousands of elements. In fact, they are so fast that the time() function of the time module cannot capture the elapsed time.

But as you increase the size of the lists to hundreds of thousands of elements, the extend() method starts to win:

For large lists with one million elements, the runtime of the extend() method is 60% faster than the runtime of the append() method.

The reason is the already mentioned batching of individual append operations.

However, the effect only plays out for very large lists. For small lists, you can choose either method. Well, for clarity of your code, it would still make sense to prefer extend() over append() if you need to add a bunch of elements rather than only a single element.

Python List append() vs insert()


Python List append() vs concatenate()


Python List append() If Not Exists


Python List append() Return New List


Python List append() Time Complexity, Memory, and Efficiency


Python List append() at Index


Python List append() Error


Python List append() Empty Element


Python List append() Thread Safe


Python List append() Sorted


Python List append() Dictionary


Python List append() For Loop One Line




https://www.sickgaming.net/blog/2020/03/...nd-method/

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  Xbox Wire - Join the CounterAttack Beta this weekend on Xbox One!
Posted by: xSicKxBot - 03-09-2020, 06:10 PM - Forum: Xbox Discussion - No Replies

Join the CounterAttack Beta this weekend on Xbox One!

This weekend, Relative Games invites you to playtest
CounterAttack, a new side scrolling space shooter (shmup) coming to Xbox One!

Earth is under attack! The Automations, humanity’s own
creation, have rebelled. They will stop at nothing short of the complete
destruction of their former masters. There is but one hope, the Experimental
Space Fighter program.

Fight solo or team up for intense co-op action, 1 – 4 player locally or 2 – 8 players online, unlock upgrades, use powerful ultimate abilities, enhance your ship the way you want, and save the Earth from annihilation.

CounterAttack
Playtest Times:


Friday, February 28 @ 10:00 AM PT – Monday, March 2 @ 10:00 PM PT

Please feel free to share screenshots and video clips, or stream your gameplay!


How
To Participate:


  1. On your Xbox One console, sign-in and launch the Xbox Insider Hub app (or install the Xbox Insider Hub from the Store first if needed).
  2. Navigate to Insider content > Games > CounterAttack Beta.
  3. Select Join.
  4. Wait for the registration to complete to be directed to the Store and install CounterAttack!

If you encounter any issues, please submit feedback via
Report a problem (hold down the Xbox button on your controller and select
Report a problem from the power menu). Please submit feedback under Category
> Games
and Subcategory > CounterAttack.

Thanks for being an Xbox Insider! For more information regarding the Xbox Insider
Program follow us on Twitter and
join the community subreddit for
support and updates.



https://www.sickgaming.net/blog/2020/02/...-xbox-one/

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  News - An upcoming UI tweak will make The Outer Worlds infinitely more accessible
Posted by: xSicKxBot - 03-09-2020, 06:09 PM - Forum: Lounge - No Replies

An upcoming UI tweak will make The Outer Worlds infinitely more accessible

The Outer Worlds developer Obsidian has been quietly working on a font scaling feature that’ll let players adjust the size of the microscopic text in the sci-fi RPG.

It might seem like a small tweak, but it’s one that’ll make the title infinitely more accessible for anyone with sight issues — or those who don’t like their video games to double as an impromptu eye test.

UI programmer Nate McDorman showed off the new feature on Twitter, and as the gif below shows it’s hard to overstate how much of a difference it makes in terms of readability.

McDorman explained he’s been working on the feature for the last three months, and that the final version will allow players to toggle the font size using a customized slider. He also added that Obsidian knew about the font size issue before launch, but didn’t quite ancitipate how big a problem it would become.

“Font size was an issue we knew about before launch, but didnt know how much of an issue it would be,”  he wrote. “Once the game launched, we knew it HAD to be fixed, regardless the time it would take, so I got to work.”

Font scaling will arrive alongside Patch 1.3 later this week, which will also usher in other changes such as improved font visibility, ultra wide support, and multi-quest map tracking.



https://www.sickgaming.net/blog/2020/03/...ccessible/

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  News - Blog: How I built a game studio from the ground up
Posted by: xSicKxBot - 03-09-2020, 06:09 PM - Forum: Lounge - No Replies

Blog: How I built a game studio from the ground up

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


When I had the idea to develop a video game back in university, I was confident it wouldn’t be difficult. After all, I had the coding chops to deliver. What I didn’t know was that this entire endeavor would force me to wear the hats of product owner, project manager, creative director and writer, business development, marketing, and just about everything else. Imagine my shock when I discovered all these roles beyond coding! So here’s the story of how I wore those hats and survived, shipping the game after 2+ years.

A Summer with the Shiba Inu banner

How it all began


I lived in Taiwan from ages 8~18, covering part of elementary school, to completing high school. Now, the school system in Taiwan is pretty typical of East Asia, known for the brutal academic culture. For each exam, grades and rankings are posted publicly for the entire school to see. I was intimidated; I was several years behind everyone, who could read and write already. I had only just learned how to write my own name in Mandarin.

From then on, I somehow managed to do quite well. I scored in the top 1% on the mandatory entry exam to high schools, which are gated by grades. In North America, this sort of pressure (think SATs) can be overwhelming for those in high school, but imagine facing that pressure at the age of 13! I was accepted to the top ranked high school in Taiwan (which only accepted top 1% scorers), and proceeded to score top 4% in the university entrance exams.

Why go into all of this detail? The experience has taught me how to handle pressure like it’s my second nature. I was inspired by the competitive culture, where events at such a young age could drastically affect one’s entire life trajectory. Hence, I wanted to create a game about agency vs. conformity, and how a cutthroat environment could bring out compassion as well as ruthlessness in people.

The thing is, to create a game with such a personal story, I knew I had to do this independently. If I worked in a AAA gaming company, the story elements would likely be of someone else’s creation, with many stakeholders to please. Thus, from the start, it was a given that I would take on the writing and software development roles to execute my vision. So I started planning: designing the fictional world, writing outlines, and drawing diagrams of story flow. And so began my first role – the narrative designer and writer.

Role 1 – Narrative designer and writer


Since the core objective of my vision was to tell a story, designing the world was an essential and core part, and seemed an obvious starting point to the entire game development process. I had experience writing fiction with tens of thousands of words, so I thought this would be easy. However, I was quickly proved wrong – for example, writing dialogue for a game is more like screenplay writing, than novel style writing, which I had to adjust to. Since the visuals and audio are presented on screen, many components of novel style writing are made redundant for game writing, in my case.

I wrote at cafes, the coworking space Gamma Space, while travelling in Asia, and at home, giving me a taste of digital nomadism (without the income…). As a blessing and a curse of having full creative control, after 1 year or so, I went through a complete narrative design rehaul where I scrapped over 30k words.

I wish I had admitted earlier to myself that my first concept design didn’t work, and rehaul it before I wrote those 30k+ words. This was due to my impatience to start writing before I could take a step back and reflect more on just the outline. It was like diving into the trees before I fully saw the forest. On the other hand, I emerged learning that it’s okay to scrap work, and not to linger on it, for scrapped work makes way for better work!

Role 2 – Software developer


I was the most confident in this role throughout the process, despite being the single person to not only code the entire game, but to integrate with Steam API and handle deployment. It was a lot of responsibility, not only to myself, but to any players when the game went live.

On the coding front, I learned the most about good OOP (object oriented programming). Game menus, screens, character types (e.g. playable vs. non-playable) and many other objects, are best implemented with classes and heavily rely on inheritance to avoid duplication and allow for scalability. I spoke about this at PyCon Canada, video link to be updated when available.

I learned a lot about deployment on a huge platform, which has a lot to do with using Git and Steam’s patching system for binary files. I was strict with using Git, since I develop with multiple machines (laptop when remote, desktop at home). I also used a separate Linux machine for testing. One litmus test of my Git expertise was that I launched the game to customers while moving apartments, so I had to set up my desktop on the ground, pull a week’s worth of code changes which I had pushed from my laptop, compile the new build, and deploy the game immediately. Thanks, version control!

The pros of being a solo developer was full control over features and implementation methods. As such, I had a lot of fun implementing anything that came to mind, such as a timer that tracks how long players take to respond in-game, and dynamically generate dialogue in response (I have a Visual;Conference talk about this feature). I could also change the UI as much as I pleased, a luxury that I likely wouldn’t have in a large team of game developers. However, because of this absolute power, there are some parts which I implemented with less structure than if I’d planned to hand over the code to someone else. However, it turns out that these “hacks” are pretty readable, as evidenced by a recent maintenance activity, several months post-launch, involving more remote developers, who didn’t even need to ask me questions! Thanks, habit of detailed code comments… I always think to myself, “I should delete those comments”, but then it came in handy!

Role 3 – Project manager


Project management was one of the hardest roles, up there with creative writing. I completely underestimated how much brain power and attention that outlining tasks and scheduling timelines takes. It requires a different type of focus than coding; it was difficult to constantly switch between the two models of thinking, which, for a long time, dragged down my effectiveness at both tasks.

Come to think of it, a major difficulty was that, I was both the PM and the developer resource that the PM manages! The experience definitely helped me be more empathetic towards PMs, and I do think it helped me become better at communicating approaches and timelines at work.

During the development process, there were often struggles between my PM self and my developer self. As a developer I would set overly aggressive/optimistic timelines, which my PM self would then schedule other dependencies on. When the developer self couldn’t get things done, the PM self learned to add more buffer time, and communicate that to the developer self. The process was like inner dialogue with multiple mindsets. There was nothing better than actually being in the PM’s shoes, to realize what I was doing wrong on the communication front as a developer!

I have many favorite learnings from this experience – Buffer, buffer, buffer, ask good questions of the developer to gauge their effort and timeline, and managing scope creep (shared learning with the optimistic developer me)…

Role 4 – Business development and marketing


Yet another role was to get exposure and coverage that would lead to sales. For example, I had to reach out to reviewers, journalists, and influencers, as well as create contests to generate buzz. I researched gaming journalism, created spreadsheets of emails to reach out to, and gained a huge insight into the influencer channels in the gaming industry.

What I didn’t expect, was that this role also improved my public speaking skills. Through game development I’ve been able to share my technical expertise with large audiences, such as at Python conferences and meetups, as well as being a 3 time speaker at a well regarded conference on the genre. In addition, as an attendee of large gaming conferences, I developed the ability to walk up to any fellow attendee and strike up a conversation. This ability has had infinite dividends, including in my professional career in the machine learning field. I also learned to speak with people all day when I boothed (showcasing demos of the game at conferences). There was no one else in the studio to swap shifts with!

Another role, which I’ll put within business development simply because it was part of my efforts to gain exposure, was marketing. I did market research, and created outreach strategies that my business development self acted on. Thankfully, I game a hell lot, and am an avid collector of games, so I came into this role with existing industry insights. What was new, was learning to pay attention to game design details from the perspective of a creator, in addition to that of the player.

I also had to DIY marketing materials at times, which added amateur graphic designer into this mix. Cropping and resizing logos, creating banners and thumbnails, for my store fronts, website, press communications, promotional graphics, and so on, helped me appreciate, even more, the work of graphics teams that goes into every product launch.

Role 5 – Product owner and creative director


So many roles have been discussed above, but surprise, there are more! I did as much as I could on my own, but to create a shippable software product, I wanted professional quality art and music. Even though I can draw and play several instruments, I decided that attempting to improve those existing skills to professional levels would dilute the efforts of my previous 4 roles. So, as the product owner, I provided priorities, requirements, and vision to those that contributed to the following.

Art


One of the key attributes of a game is the style. Once, in a game developer event I attended, there was a discussion of if programmers’ generally higher pay, compared to artists’, was justified. I initially agreed, and as someone in the audience said, “without a programmer, there is no game”. However, one excellent point was brought up – you don’t buy Nintendo games because you know what their source code looks like. Often, what comes first and foremost to a player’s mind with Nintendo games are the characters and memorable art style. Without artists, Nintendo would not even have a brand. This understanding shaped my vision that my game’s art should be distinct and unique.

I set out to find an artist on online forums. This is where my inexperience showed – I actually had to commission two sets of art. The first artist produced lovely and high quality art, but later on, I happened upon the work of another artist that made me immediately think, “I need to have this as my game’s style”. The second artist came with a much higher price range, but I have no regrets, as her work created the memorable painterly style of A Summer with the Shiba Inu.

Communicating with the artists was another test and growth of me as a product owner – I needed to communicate my vision while leaving the creative expertise in another’s hands. In fact, there were some cases when, after I received the concept art or complete art, I was inspired by some details the artist came up with, and “persuaded” the writer self to rewrite some parts of the story to fit. This is where this project really benefited from me having full creative control – imagine having to wrangle these changes with the PM, and then talk to the writer, in order to make those changes in the story.

User interface


Similarly to the point about artists above, the UI style is a large part of the visual aspect and the “front line” when it comes to a player’s impression of the game. I found a very talented GUI (graphical user interface) designer, who has created UI for many games that I enjoyed playing.

Again, due to my inexperience, I actually had to trouble this designer more than I needed to – as I was coding the UI there were some parts I had to ask to change or add. One cause of this was scope creep, for example, if my developer self wanted to add many features, and my PM self hadn’t really questioned the necessity, it caused some asks to the designer that were seemingly on a whim. Next time I develop a game, I’ll be able to communicate much better with UI and graphic designers, as well as formulate my asks more clearly, helped by what my developer self learned about OOP.

Editing


After my writer self finished writing the game’s script, I did end to end editing myself at least twice. However, I decided to commission an editor and search for proofreaders. It’s hard to look at one’s own work with a fresh eye. Sure enough, the editor found typos that I was surprised existed, but of course, because I was used to reading the text again and again, my mind had built up heuristics and skimmed over typos instinctively. An editor was completely worth it!

Music


While I can write music, and play several instruments, it just wasn’t the right time to be using music as a creative outlet when I was so overloaded with writing and game design. In addition, soundtrack scoring is a very different type of endeavor than writing music only to express my feelings – it needs to capture atmosphere and story in a more holistic way. I looked on a great site called Purple Planet for some placeholder music (they have very high production value, royalty free music which you can purchase a license for commercial use). Luckily, I have a friend that is a producer and musician, who ended up composing for the game, replacing most of the royalty free music. You can listen to several tracks, including one with a fabulous sax solo, on his SoundCloud.

Playtesting and quality assurance


I’m very grateful to my friends, in real life and online, who spent their time playing my game. However, as I’ve learned from many developers before me, playtesters often cannot commit fully. Hence, it’s better to ask more people, and follow up many times. Another thing I was worried about was if people hated the game – would I change it? Thankfully, this did not happen, because I was making a game with the purpose of showcasing my full creative vision; I worry that I might have changed my vision, if my focus was on revenues.

All roles coming together to ship the game


In the end, after much trial and error, I managed to ship the game. In reality, there were many hiatuses I took, and many, many dark moments when I felt that I could not carry on. I worried many nights about if the product really could launch.

For this, I am grateful that with somewhat miraculous, sheer willpower, I was able to shift between all my roles, all requiring different mental models and skills, and get them all to collaborate. I had to be in touch with both my creative self and logical self – much easier said than done. I am grateful that I was able to let life come first at times – I completed a Master’s degree and found a full time job, all the while continuing to work on the game over the course of 2~3 years. I’m consistent, I’d like to say!

I am grateful to many individuals, which I can write another full article about, but for this article, I’d specifically like to point out something Henry Faber said, which felt like the sun had rose again, during a particularly dark period of writer’s block and extreme unmotivation. I can’t find the exact quote now, but my takeaway was that “this game is not going to be [your] life’s work.” In other words, I needed to stop fretting about my huge backlog of ideas to add into the game. This mindset shift broke me out of the paralysis of perfection I had – my product owner self had been suffocating under some of the expectations from just about all of my other selves.

Another nugget of wisdom from the gaming community that helped me was that, sometimes, it’s better to release a game that’s not fully “finished” (but playable, and not broken). It’s just that oftentimes, the writer self wants more story, the developer self wants more features, and many other ideas on the backlog simply cannot be completed. As long as the player can experience it, it’s fine to just release it. This learning really pushed me towards the lean product mindset, and focusing on iteration from an MVP, for any new features I pushed out.

Top learnings list


This is a summary of my favorite learnings from this experience, across all roles. I covered as much as I could in this article, but honestly, I feel I could write multiple pages for each of these roles – it was a lifetime of roles and effort condensed over only 2~3 years!

  • Git or some type of version control to work across multiple machines, and to scale up any software development
  • Vastly increased empathy and communication across multiple roles – for example, as a PM to a developer, and as a developer to a PM
  • Being able to walk up to anyone at a conference and start a conversation
  • Being a product owner, managing requirements and helping the team execute the vision
  • There will be times where it feels the project has no end; but keep in mind the MVP mindset – this is not going to be your life’s work, a released game is good

You can find the game on Steam here: A Summer with the Shiba Inu



https://www.sickgaming.net/blog/2020/03/...ground-up/

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  (Indie Deal) Spring in Action Bundle & Crypto Sale are LIVE
Posted by: xSicKxBot - 03-09-2020, 12:44 PM - Forum: Deals or Specials - No Replies

Spring in Action Bundle & Crypto Sale are LIVE

Spring in Action Bundle | 7 Steam Games | 90% OFF
[www.indiegala.com]
?Turn over a new leaf by spending just a pip of green for a plentiful indie harvest.

Crypto Sale is LIVE
[www.indiegala.com]
Join our Crypto Sale, and get an EXTRA 30% OFF on all bundles and 15% OFF on all store deals when paying with a supported cryptocurrency!

Happy Hour
Today's Happy Hour is LIVE for Fight for Sanity Bundle[www.indiegala.com]!

Check out IndieGala on Twitter, YouTube & Facebook[www.facebook.com]


https://steamcommunity.com/groups/indieg...0329428358

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  News - The Mystery Bidder Who Won The Nintendo PlayStation Has Been Revealed
Posted by: xSicKxBot - 03-09-2020, 12:43 PM - Forum: Nintendo Discussion - No Replies

The Mystery Bidder Who Won The Nintendo PlayStation Has Been Revealed

Heritage Auctions Nintendo PlayStation

As you might have heard, earlier this week the elusive Nintendo PlayStation was sold for $360,000 USD. A tad underwhelming after the owner previously knocked back a $1.2 million offer. Who ended up buying it, though? While it was believed to be Oculus VR founder Palmer Luckey, it turns out it actually wasn’t him.

According to Forbes (via Kotaku), the system has been acquired by Greg McLemore. If the name doesn’t ring a bell, he’s the founder of Pets.com – a website dating back to the ’90s. Half of this site was bought by Amazon and from there McLemore made quite a lot of money through various dot-com ventures that’s allowed him to go on a “20-year journey” collecting all sorts of video game memorabilia. He also runs an online gaming encyclopedia.

Here’s what the winner had to say to Forbes:

I’m looking to not have this machine just buried in a closet somewhere

I’m interested in sharing my passion for gaming. One of my areas of focus is the evolution of gaming, including how earlier arcade games inspired video games and how early video games influenced later innovation. I believe the Nintendo PlayStation fits in well with this focus.

The idea is to make the collection he’s developed over the years (including over 800 coin-op machines and countless other games, trade magazines and original artwork) and build a video game museum.

Interestingly, this wasn’t the first time McLemore has attempted to buy the system. A few years ago, he supposedly offered the owner $100,000 for it.



https://www.sickgaming.net/blog/2020/03/...-revealed/

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  News - Assault Android Cactus+ Physical Pre-Orders For Switch Open On 12th March
Posted by: xSicKxBot - 03-09-2020, 12:43 PM - Forum: Nintendo Discussion - No Replies

Assault Android Cactus+ Physical Pre-Orders For Switch Open On 12th March


Following on from its reveal of seven new titles in February, Super Rare Games has now shared details on the first release of the lot, Assault Android Cactus+. Pre-orders will go live for the game on 12th March, exclusively on the Super Rare Games website, and it will set you back £29.99 / $32.62 USD (or the regional equivalent).

The Super Rare physical edition is limited to a total of 4,000 units and includes a 20-page full-colour manual, interior artwork, exclusive sticker, as well as three trading cards randomly selected from a five-card set.

Super Rare Games Assault Android Cactus+

In case you’re wondering, the game is described as an arcade-style twin-stick shooter set in a vivid sci-fi universe. The player takes on the role of Junior Constable Cactus who must respond to a distress call and ends up stranded on a crippled space freighter under attack by its own robot workers.

With a draining battery mechanic instead of lives, Assault Android Cactus+ challenges players to think fast and shoot faster. Charge headfirst into an army of refitted robots, transforming stages and massive boss showdowns.

Will you be adding this to your collection? Leave a comment below.



https://www.sickgaming.net/blog/2020/03/...2th-march/

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  News - The Witcher Is Returning In A Brand New Dark Horse Comic This June
Posted by: xSicKxBot - 03-09-2020, 05:19 AM - Forum: Nintendo Discussion - No Replies

The Witcher Is Returning In A Brand New Dark Horse Comic This June


The Witcher Fading MemoriesDark Horse

The world of The Witcher 3: The Wild Hunt still has plenty of tales to tell, that’s why CD Projekt Red has once again teamed up with Dark Horse to release a new comic book series. It’s officially titled The Witcher: Fading Memories. It is the first issue (of four) and is due out on 17th June 2020. It’s being written by Bartosz Sztybor, drawn by Amad Mir and the cover artwork of the first issue has been done by Evan Cagle.

Here’s the official description, to help set the scene:

Geralt has become impoverished and dejected since monster threats have seemingly vanished. Times have always been hard for Witchers—but without continual work, his situation has worsened. As Geralt explores new possibilities for his life path, he receives a request from the Mayor of Towitz, a small town where children are being kidnapped by Foglets…but something feels off about this new threat.

You can see the previous releases in The Witcher series over on the Dark Horse Comics website. Do you enjoy the occasional comic? Would this Witcher one be of interest to you? Let us know in the comments.



https://www.sickgaming.net/blog/2020/03/...this-june/

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  News - Game Of Thrones Showrunners Set To Cameo In Westworld Season 3
Posted by: xSicKxBot - 03-09-2020, 05:19 AM - Forum: Lounge - No Replies

Game Of Thrones Showrunners Set To Cameo In Westworld Season 3

The showrunners of HBO's Game of Thrones, David Benioff and Dan Weiss, are set to appear in Season 3 of Westworld. The duo will show up in episode 2 and play the roles of technicians at the very powerful and very shady Delos company that operates the Westworld theme park. (Think what Disney is to Disneyland.)

Westworld will release its third season on March 15 and will likely pick up at the end of Season 2 where a lot of the hosts have either died or gone to the "Valley Beyond." Five hosts were also smuggled out into the real world by Dolores in a Host version of Charlotte Hale, but it's unknown who they are.

If you need a total refresher of what exactly happened in the last season ahead of the upcoming Season 3 release, check out GameSpot's complete Westworld Season 2 recap for what happened to which characters, and their possible futures in Season 3. We also broke down every moment in Westworld Season 3's final trailer, coming up with 33 things that provided clues for the upcoming storyline. The critics reviews are also out, and you can check out GameSpot's Westworld Season 3 review roundup.

Continue Reading at GameSpot

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

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  (Indie Deal) Store Top Picks & GalaQuiz Marathon in progress
Posted by: xSicKxBot - 03-08-2020, 11:53 PM - Forum: Deals or Specials - No Replies

Store Top Picks & GalaQuiz Marathon in progress

Check out these special deals
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https://youtu.be/sqkJuSV-23U
GalaQuiz Marathon in Progress!
:dollars::aethercoin:
  • Video Games #2 Redux
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https://steamcommunity.com/groups/indieg...0325855787

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