**░▒▓\\\Core///▓▒░** retweeted
Men don’t work for money
Men work for that which the money will buy
When the money no longer buys anything
Men stop working
**░▒▓\\\Core///▓▒░** retweeted
Studies prove a 4 day work week increases productivity, lowers stress and burnout, lowers employee turnover, increases health outcomes, and makes businesses more profitable. There are zero reasons left not to adopt it.
**░▒▓\\\Core///▓▒░** retweeted
At what point do we stop focusing on who needs to pay more tax and start asking where all of our tax money is going.
**░▒▓\\\Core///▓▒░** retweeted
This young man speaks and sounds like 70% of Americans. The fact congress can't even agree on daylight savings time means we are cooked. They don't work for us, they work on behalf of themselves and lining their own pockets. America has been sold out from within. Enjoy the ride, its gonna get worse
**░▒▓\\\Core///▓▒░** retweeted
Every game we've made at Moon so far started from a somewhat weird angle:
I look at some of the greatest games ever made and ask myself one simple question:
What's wrong with them?
Figuring out what's great about a masterpiece is easy. You don't need to think particularly hard to understand why Super Mario Bros. 3, Super Metroid, Symphony of the Night, Diablo II or Mario 64 are incredible games.
But figuring out what's wrong with them? That's where you really have to start to think!
You have to really dissect these games. Figure out which design elements didn't quite come together, which core pillars were weaker than others, where the developers might have settled for something that was merely good when it could've been extraordinary.
And once you start asking those questions, you inevitably arrive at another:
What if we could do better?
With Ori, our original goal was to make Metroidvanias popular again.
I loved Super Metroid and Symphony of the Night, but one thing always bothered me: Why was the actual platforming so simplistic compared to something like Mario?
These were games where you spent an enormous amount of time running and jumping, yet the act of running and jumping wasn't nearly as satisfying as it could've been, so that seemed like an obvious opportunity.
What if we took the exploration, progression, and interconnected worlds of a Metroidvania, but combined them with the kind of precise and super satisfying movement you'd expect from a great Mario game? Where would that take us?
There was another ambition hiding in there, too: We wanted to tell a story. I had just failed at creating my own shortfilm in artschool, so I wanted to prove to myself that I wouldn't fail this time.
Back in 2010, the idea to put story into a 2d Platformer seemed almost preposterous to some people. We were literally told that "Even Miyamoto doesn't do that. Why do you think you should?"
I didn't have a particularly sophisticated answer other than:
"It FEELS like we should!"
Looking back, I think those two ambitions ultimately defined Ori: Bringing genuinely great platforming into a Metroidvania and proving that a 2D Platformer could deliver a deeply emotional story.
With No Rest for the Wicked, the opportunity seemed even more obvious.
We were looking at a genre that - in my opinion - had become creatively stagnant years before we even started development.
The combat in Diablo and virtually every Diablo-inspired ARPG was still fundamentally rooted in the same point-and-click design philosophy from decades ago.
Sure, controller support had been added over the years. But supporting a controller isn't the same thing as fundamentally rethinking how combat should feel when you're directly controlling a character.
And then there was multiplayer.
Ever since I was a kid, the dream was obvious: An ARPG where you and your friends could form your own little Fellowship of the Ring and go on an actual adventure together.
Not just open a temporary session, have somebody jump in, kill a few monsters, grab some loot, and disappear again.
I wanted a world that belonged to our group. A place where we'd build something together, make discoveries together, overcome challenges together, and actually feel like we were sharing an adventure.
Instead, the genre largely went in a different direction: Random players being streamed into your experience, fairly meaningless interactions and multiplayer systems that often felt more like an elaborate in-game eBay than a genuine adventure with friends.
Again, the question was simple:
Why couldn't we do better?
That's ultimately where Wicked came from.
Now, as we're preparing for Wicked's 1.0 release, I find myself returning to that same thought process.
Most of our team will continue working on No Rest for the Wicked, but we'll also start putting smaller teams together to explore entirely new projects.
Which brings me to our next challenge:
Lately, I've been thinking an awful lot about where Mario got it wrong. I think it'd be a lot of fun trying to directly compete with Nintendo next time! 👍
**░▒▓\\\Core///▓▒░** retweeted
Hey folks,
Here's a weekend-project I did recently!
@infidelity_nes is an awesome programmer who ported Zelda 1 to the Super Nintendo a while ago.
I was always surprised that nobody had created a 16 bit version of Zelda 1 yet, so I took a crack at it. Should be a treat for those who are eagerly waiting for the Ocarina of Time Remake to drop.
I tried to keep it as authentic as possible and used the graphics from BS Zelda since that gives it that feeling of how Nintendo would've done a Zelda 1 Remake during the early 90s.
The goal was to try to do something akin to what Nintendo did with Super Mario All-Stars, but for Zelda.
I've long wanted to play Zelda 1 with my 8 year old son, but he really couldn't get over the crude NES graphics and some of the awkward design choices Nintendo made in the mid 80s so I tried to fix all of those and infuse the Remake with my own design sensibilities.
Zelda 1 was always a bit of a tragic case: The underlying design was masterful, but some of the obscure design choices they used really made it hard for newcomers to get into it.
But funnily enough, the Zelda 1 structure is exactly what Nintendo used to give Zelda a fresh feel with Breath of the Wild and Tears of the Kingdom - So if you're one of the folks who never actually played Zelda 1 to completion, this project might just finally get you to fill that gap!
Obviously, I tried to modernize things a bit: Both Y and B can be mapped to whatever item you want, there's now an in-game map that uses Mode7 and puts markers on the map so you don't have to remember where each cave was.
Zelda 1 also had a ton of repetition in their secret caves, so I designed a whole bunch of new items like charms (think Symphony of the Night) and also brought over some stuff from A Link to the Past like the Pegasus Boots.
Arrows are real ammo with quiver upgrades. Purses go up to 999 rupees. You start with 10 bombs. A heart container refills every heart and so on and so on.
I recorded a little playthrough that shows the whole thing in action - Up to me completing Dungeon 3 and showing off some of what this project is about!
Enjoy! 👍 ❤️
**░▒▓\\\Core///▓▒░** retweeted
It's pretty crazy how women will have back pain and be like "hmmmm looks like I have to cut my tits off now" instead of trying to do like 5 sets of back exercises every week first
**░▒▓\\\Core///▓▒░** retweeted
【今日の話題】プラモデル「30MM」より多彩なカスタマイズ用パーツが同梱のオールインワンセット「eEXM-9dm バスキーロットカスタム(水中仕様)」の2027年1月発送分がプレバンで予約受付中!
hobby.dengeki.com/news/32160…
#30MM
**░▒▓\\\Core///▓▒░** retweeted
Lenovo launches Xiaoxin Pro 27 all-in-one PC with Intel Wildcat Lake and QHD 120Hz display
🔗videocardz.com/newz/lenovo-l…
**░▒▓\\\Core///▓▒░** retweeted
Permanent DST passed the House but is DOA in the Senate because Southern states want more afternoon light but Northern states don't want kids to go to school in the dark.
So my modest proposal: permanent DST but midwest and northeast shift one zone West.
Everybody gets exactly what they want 🙌
**░▒▓\\\Core///▓▒░** retweeted
I can get why Anthropic are doing this. The amount of software and game developers breathing down their necks must be insane. it's also kinda ironic as so much of AI's development was from stolen content but whatever.
This ensures open source models and home labs will continue to develop and grow.
**░▒▓\\\Core///▓▒░** retweeted
Order 10337 Complete!
Sega Genesis 2 got a 'Mega SmartDrive' switchless region mod from @Xrider_74 , Triple Bypass V2+ from @zaxour , Full Recap Service and Full Service Cleaning!
The SmartDrive also has in-game reset and region change from controller and RGB LED!
👇
1/5
**░▒▓\\\Core///▓▒░** retweeted
A better world is built, never guaranteed.
Decay is what happens when we stop making the effort.
Infrastructure deteriorates. Knowledge is forgotten. Even the greatest civilizations can lose what generations struggled to build.
A better future doesn't arrive simply because time passes, it takes people willing to discover, build, repair, and push beyond what exists.
**░▒▓\\\Core///▓▒░** retweeted
A Cobb County, GA police officer used Flock to search a plate related to a child he was arrested for sexually assaulting.
Multiple law enforcement agencies have ignored months of my emails and calls while this cop is not being effectively prosecuted.












































