Happy Birthday to the Beloved Childhood Friend of Millions: The Nintendo NES Game Console

TThe Nintendo Entertainment System made its debut in the United States on October 18, 1985—about a year after my arrival, marking 40 years today. It’s almost as if the company sensed there were individuals ready to drop significant sums on plastic contraptions and electronic games. Truly, the entire company seemed to anticipate that a new generation of enthusiasts like me was about to enter the scene. That was indeed the moment to launch. With birthdays and Christmas gifts in hand, we were primed to spend every dollar, even when my dad urged us to keep certain things from my mom. (Perhaps I was the only one uttering that last sentiment.)

Although I’m not much younger than the NES, it felt as though that console had always been part of my life, only now am I confronting its complexities as I type this out. My childhood memories are a blur, focused on mastering the coordination of my hands and eyes, but “Nintendo” was always synonymous with gaming in my world. If a friend inquired whether there’s a Nintendo in the house, it was akin to asking if there was Coca-Cola in the fridge—no additional articles needed.




Pac-Man for the Nintendo Entertainment System. Photo: ArcadeImages/Alamy

My sister and I relentlessly pleaded with our parents for two years to get us an NES. While my mom and dad weren’t overly concerned about the potential pitfalls of gaming—those would emerge later in titles like Doom, Mortal Kombat, and even Stardew Valley—they were wary of investing in pricey toys that required even pricier accessories to function. The Nintendo Entertainment System was touted as cutting-edge technology in the U.S., despite noticeably echoing the design of the VHS cassette player, which ultimately everyone understood it was meant to be. Played. Touching my dad’s home theater triggered quite a reaction, but this was finally a gadget we kids could enjoy.

It’s also important to note that I am part of the first generation to entirely miss the Atari home video game craze of the early ’80s. The Atari system still existed during my childhood, but kids my age recounted it with a historical lens similar to discussing World War II. Just looking at Atari felt like peering into a relic of the past that none of us could fully grasp and cherish. Watching my neighbor turn on an Atari was nothing short of eye-opening. In basketball, a square was practically represented as the ball. No, thank you. I need a moment to recuperate.

But the NES—oh, the NES!—actually showcased graphics reminiscent of arcade games. Was it flawless? Certainly not! Some visuals appear quite rough by today’s standards. Yet, even at five years old, a somewhat blurred version of Pac-Man still felt like Pac-Man. My parents never let me engage in shooting games at carnivals (the reasoning remains a mystery), but duck hunting was the next best thing. No, it was even better! We quickly discovered that all we needed to do was press that silly plastic gun right to the screen and hit the target every single time. It’s a close-range approach you only learn from four-decade-old video games or by becoming a mafia hitman.

NES games also felt much more expansive. Super Mario Bros. seems unusual at present, but do you recall the first moment the plumber stepped through that pipe? My heart melted into something finer and purer. It was a game featuring a vibrant world brimming with surprises and mysteries. While secrets had been part of games before, it felt as though they were there to be discovered. They were not frustration meant to poke fun at developers but instead aid your exploration. We were traversing a fictional kingdom, something akin to a living cartoon, soaring around in quest of a hidden, unobtrusive “?” box.




“Games felt more open”…NES. Photo: Gary Heider/Alamy

Let’s also remember that the NES introduced us to the Mario we so fondly recognize today. Yes, he began as a construction worker confronting Donkey Kong. Luckily, he transitioned to a plumber, becoming the face that adorned every folder, backpack, lunchbox, flask, and bedsheet of mine and most of my friends’. Long before every gaming reference became a viral internet meme, it was part of Nintendo’s internal dialogue. We often quoted the line from the original Legend of Zelda: “It’s dangerous to go alone! Take this with you!”

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Each generation encounters its own cultural landmarks. Yet, the Nintendo Entertainment System played a pivotal role in solidifying gaming culture, particularly in America, where the ZX Spectrum and various home computers didn’t capture the same popularity as they did in Europe. It became a shared language, a toy allowing us to unleash our imaginations, and surely a way for my parents to take a momentary break from their children. I still possess the NES they gifted me, and regardless of what the Man says, you still need to blow into the cartridge to make it work.

Source: www.theguardian.com

Nostalgia Trends on TikTok: Fans Revisit Beloved Music and TV Shows

This social media platform positions itself as a leader in youth culture, setting trends for others to follow. However, observations of music, television, and daily life in the UK suggest that TikTok is embracing a new wave of nostalgia.

The music and television of the 2000s have been rediscovered by Gen X and older Millennials, with Gen Z being the first to engage with this content.

“Sex and The City,” which aired from 1999 to 2004, now boasts 108,000 videos on the platform, doubling its count over the past year. “Gossip Girl,” running from 2007 to 2012, has 120,000 videos, while “Gilmore Girls,” from 2000 to 2007, has amassed 1 million related videos. “The Vampire Diaries,” which aired for eight years until 2017, has generated over 2 million discussions in video form.

Additionally, the revival of the British show “Skins,” a drama about Bristol teenagers that first aired in 2007, has gained significant attention.

Lily Hall, Programs and Insights Manager for TikTok UK, Ireland, and Nordics, remarked: “Fashion and beauty continue to be dominant themes, and we see a rise in interest for older music, television shows, and films as users seek comfort and authenticity from the past.”

“Currently, classic series are thriving on the platform. We’ve reintroduced this new generation to beloved old TV shows, while older users are sharing their favorites again.”

TikTok’s focus on “Britcore” content reflects the increasing demand for 2000s nostalgia, with creators sharing videos related to fashion and lifestyle, childhood toys, and discontinued snacks like pink and white mouse sweets and Cadbury animal crackers.

Crime dramas have also seen a significant impact, with a 70% increase in related videos over the past year.

The viral success of puberty content, which was collectively created in one take, has resulted in 76,000 associated videos. Other creators have revived themes from series like “Code of Silence” and “Kin.”

In music, nostalgic hits like “Headlock” by Imogen Heap (released in 2005) and “Price Tag” by Jessie J (released in 2011) are resurging in popularity.

Interestingly, a song recorded 64 years ago, initially seen as merely a B-side, found new life on the platform. “Who’s Sorry Now” by Connie Francis has captured the attention of a younger audience, especially after the 87-year-old artist joined TikTok herself.

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The track has gone viral on the platform, racking up video productions totaling over 20 million views. This resurgence occurs 65 years after Francis became the first woman to reach the top of the Billboard Hot 100 Chart. TikTok notes that the song has been used as a soundtrack for positive content featuring family and pets.

Celebrities joining this trend include Nara Smith, Kylie Jenner, and Kim Kardashian.

“This demonstrates that the TikTok community transcends genres and ages,” says Sheemashidiki, Artist Partnership Manager at TikTok. “Whether a song was released last month or decades ago, what matters is that the community can engage creatively with it.”

Source: www.theguardian.com

Review of Riven: A modern, intense reimagining of the beloved 90s island adventure classic

TThe best-selling PC game of 1997, Riven It now seems like a relic of a lost creative era. Set on a sunlit archipelago that would be swarming with Instagram influencers if it were real, the game combines computer-generated stills from postcards with live-action footage to create an elaborate island-scale escape room. Packed across five CDs, the game is a technical marvel, but its depths were only understood by those with the tenacity and tenacity to master lateral thinking. Few designers have come close to matching ingenuity or ability since. Riven– Similarities; the memory sank like a pebble in a still ocean.

After 30 years, this remake is back Riven The mysterious and enchanting world of Islands is recreated as a fully realized destination. To explore these islands, you walk over scorched cliffs and through stone-cold tunnels, rather than clicking through richly rendered still images (there’s also the option to play with a VR headset, for those ready and equipped for it). The basic beats and rhythms will be familiar to fans; you’ll still be playing with a mouse in one hand and a notebook in the other, cracking codes and figuring out how the world’s creaky underlying mechanisms fit together. But much has also changed, including the solutions to some of the puzzles. And there are new characters, including a star-studded appearance by real-life investigative journalist Ronan Farrow (who, along with his mother, actor Mia Farrow, is an avid fan of the islands). Riven And its predecessor mist).

The oppressive, murky pace won’t be to everyone’s tastes, and you’ll need a powerful machine to recreate the world as the author intended, but surprisingly, Riven‘s mystical powers have only grown stronger with each passing year. There’s nothing quite like it. As many of us count the days until summer vacation, it’s a destination without tourists, with lush scenery and tricky puzzles that, when solved, provide an invigorating, satisfying feeling.

Source: www.theguardian.com

FarmVille Celebrates 15 Years: The Impact of the Beloved Facebook Game on the Digital Landscape

debtFacebook users of a certain age may remember a particularly lonely-looking farm animal that appeared in their feeds during the platform’s heyday. A lonely cow wandered into FarmVille players’ pastures with a frown on its face and tears in its eyes. “She’s very sad and needs a new home,” the caption read, urging players to adopt the cow or message a friend for help. Ignore the cow’s pleas and you’ll likely lose both your friend and your food. Message your friends about it and you’ll have fueled one of the biggest online crazes of the 2010s.

When FarmVille was released 15 years ago, it was a smash hit. Over 18,000 players played on the first day, and by the fourth day that number had risen to 1 million. At its peak in 2010, over 80 million users were logging in each month to plant crops, care for animals, and harvest to earn coins to spend on decorations. They made their obsession public.McDonald’s created farms for promotions long before artists were releasing music on Fortnite. Lady Gaga performs new song From her second album to a cartoon farm sim. Not bad for a game made in five weeks.

By 2009, developer Zynga had established itself as a pioneer in social media gaming, when four friends from the University of Illinois presented plans for a farming sim. It was a hastily reworked version of a failed browser game they’d made that copied The Sims, but Zynga was impressed enough to buy the technology, hire the four people, and pair them with some in-house developers. Zynga quickly released FarmVille.




The world of FarmVille… Photo: PhotoEdit/Alamy

“Facebook was exploding in popularity and engagement in a way that was novel at the time,” says John Tien, a former director of product at Zynga. Farm Town, a farming simulation game with a similar cartoony look and design made earlier by another studio, was already attracting 1 million daily active users on Facebook’s platform. Facebook had previously courted game studios and told Zynga it would soon give third-party developers access to user data, friends lists, and news feeds.

“By opening up its platform to app developers like Zynga, Facebook has been able to create an almost symbiotic relationship,” Tien says. “Facebook has given Zynga access to a large, engaged user base, and Zynga has given Facebook users more to do on the platform.”

Features like the lonely cow, which gently nudged players by requesting their friends to help grow their farm, became central to the experience, and Facebook was flooded with posts and notifications promoting FarmVille to the masses. These viral mechanics gave the game a “meme-like buzz,” says former Zynga vice president and general manager Roy Segal. “It’s this water cooler effect: you see your friends playing and you want to join in.”

And once you were in, it was hard to get out. For each crop you planted, you had to return at a set time, a few hours later, to harvest it. If you left it for too long, it would wither and die. “The idea is that the player makes their own schedule,” says Amitt Mahajan, co-creator and lead developer of FarmVille. “That’s what keeps people coming back every day.”

The result, Tien says, is a game that players feel they have to accomplish. “We all have growing lists of things we need to do and we’re struggling to get them done in the time we want,” Tien says. “Checking things off a list is viscerally satisfying, and playing FarmVille was a way for players to experience that satisfaction.”

New features and content were added several times a week to keep players interested, but the real magic happened behind the scenes with Zynga’s in-house data analytics tool, ZTrack. The tool could monitor the most detailed player behaviors, from what features players used to how long they spent on them to where they clicked on the screen, with the goal of building an ever-evolving, data-driven picture of player interests.

“At any given time, we had hundreds, maybe thousands, of dashboards and experiments running,” says Tien. “We could see core metrics every five minutes. We could see immediately after a new feature was released whether it was having an effective impact.”

Metrics-based design is standard today across social media platforms, apps, online retailers and digital services. Reliance on big data to predict consumer behavior is the foundation of everything from Google’s advertising empire to Cambridge Analytica’s political consulting. But back in 2009, no one was doing it quite like FarmVille.

“Zynga’s approach to game analytics inspired the entire digital analytics industry,” says Jeffrey Wang, co-founder and chief architect of analytics platform Amplitude. “One of Amplitude’s earliest customers was a former Zynga product manager who had started his own company and was looking for a tool comparable to ZTrack. There was nothing even close at the time.”

ZTrack became the backbone of FarmVille – features were repeatedly tested, analyzed and optimized, and the results determined what to deploy, monetization options and how to integrate to maximize player retention.

“Zynga’s dirty secret is that none of our five company values ​​are more important than our metrics,” the Zynga co-founder said. Andrew Trader Ken Rudin, former vice president of growth, analytics and platform technology at Zynga, went a step further: Quoted In 2010:[Zynga is] An analytics company disguised as a gaming company.”


Like most Facebook apps at the time, users could not play FarmVille without giving Zynga permission to collect their personal Facebook data. But the details of what data would be shared were written in small print on click-through screens that most users habitually ignored. “We as citizens, and government policymakers, didn’t really know the extent of it. [online data harvesting]”We’ve seen the harm that can come from unrestricted data extraction,” says Florence Chi, an associate professor of communication at Loyola University Chicago. But since then, she says, “we’ve seen the harm that can come from unrestricted data extraction.” Discovered in 2010 They share players’ personal data with advertisers and online data brokers.

FarmVille’s success, driven by data-driven design, was short-lived. Over the next few years, players abandoned the game, Zynga turned to unpopular sequels, and Facebook eventually revoked access to developers the game relied on for its early virality. In 2020, Adobe dropped support for Flash, the software that powers FarmVille. The game suddenly went offline.

But Zynga’s success continued. Words with friendsmobile racing game CSR Racing, Draw Something and a suite of slot machine games all use player data to maximise engagement. Zynga still makes data-driven, aggressively monetised games for mobile phones under Take-Two Interactive, which acquired the company in 2022 for $12.7bn (£9.4bn).

For Chee, FarmVille was a Silicon Valley entrepreneur’s dream, and very much a product of its time. “If you look at today, there’s not really a Facebook social phenomenon like there was in 2009,” she says. “It was a very special time for a game like FarmVille to come out, and the recommendation systems and algorithms were just in the right place.”

Source: www.theguardian.com

Feeling blue when your beloved TV series concludes? You’re not the only one.

When the Australian soap opera Neighbours was canceled in 2022, it signified the end of a cultural institution that had been on air for 37 years. The show’s fictional suburban setting and beloved characters were suddenly gone, leaving fans in mourning.

Adam Gerace, a senior lecturer in psychology at Central Queensland University in Australia, conducted a study to understand the grief experienced by about 1,300 Australians following the show’s conclusion.

Fans expressed genuine feelings of sadness and loss, as outlined in a study authored by Gerace and published in the journal PLOS One.

Gerace’s survey asked fans about their emotions after the final episode aired in 2022, finding that many struggled to accept the show’s cancellation. Despite their anger over the end, fans were grateful for the connections and experiences the series had provided them.

The study also delved into the concept of “parasocial breakups,” where viewers mourn the loss of their favorite characters as if they were real. This emotional attachment was found to be similar to the grief experienced after the end of real relationships.

Gerace noted that people developed strong emotional bonds with Neighbours characters, leading to significant sadness when the show concluded. This phenomenon is not exclusive to TV shows, as people can also experience similar emotions after finishing a book series or video game.

Fans’ deep connection to Neighbours was further emphasized by the show’s long history and multi-generational viewership. Many fans had been watching for nearly 40 years, with the series playing a significant role in their daily lives.

Psychologists like Dara Greenwood from Vassar College explain that the length of time spent with characters can strengthen emotional bonds, leading to a profound sense of loss when the show ends.

While grieving a quasi-social relationship is a common human response, experts are still exploring how parasocial grief differs from real-life loss of a loved one. Some studies suggest that the intensity of grief may vary depending on individual personality traits and life experiences.

Ultimately, forming bonds with fictional characters can have a positive impact on empathy and understanding, helping to challenge stereotypes and prejudice.

However, becoming overly attached to TV characters may have negative consequences if it interferes with real-world relationships, as Gerace warns.

Source: www.nbcnews.com

Celebrating 20 Years of Katamari Damacy: The Surreal and Colorful Game That Remains the Weirdest Yet Most Beloved

MWhen I was a kid, my parents were somewhat skeptical of video games. When I was a kid, I had a Super Nintendo and his N64, but they only let me play on the weekends, so on Fridays I’d come home from school and munch on Mario 64 with a big pack of Haribo Tongue Fastiks. I was there. My gaming horizons didn’t expand until his teenage years. Around that time, I started making enough money to buy myself a PlayStation 2 and started participating in forums with other geeks whose gaming worlds were much broader than mine.

PlayStation 2 had several features strange game. While the N64 had some success, and I’ve developed a lasting attachment to his Mystical Ninja starring Goemon, it wasn’t as good as the Sony console. There was “Dark Cloud” and “Monster Hunter,” “Ryu ga Gotoku,” “Mojib Ribbon,” “God Hand,” “Okami,” and “Rivit King,” but as far as I know, this is Frolf (Frog Golf). This is the only game about.

And then there was Katamari Damacy, the very epitome of everything weird and wonderful in the PlayStation 2 library, a fun game that celebrates its 20th anniversary this week.

The premise is this. The eccentric king of the universe, who wears Shakespearean purple tights, drinks too much beer and messes up the universe. And you, his little green prince, have to take the sticky ball to Earth. Roll it and collect bigger and bigger objects until they are big enough to replace a moon or a planet. This song is a strong contender for the best theme song in video game history, and also one of his best intro sequences. Behold.

Actually, she’s only 5cm tall. “That body, that physique. Are you really our son?” cries the king. Therefore, he must start small. You’ll need to start with something really small, like rolled up thumbtacks, dice, or empty soy sauce packs. Animals will chase the ball to try to throw it off course, and precious trash will be scattered if it hits something too big to roll. Katamari Damacy is surreal, hilarious, and a lot of fun, winding up cows, cars, people, and eventually buildings, islands, and clouds. It’s only about four hours long, but it leaves a lasting impression on everyone who plays it, simply because the music is haunting. Twenty years later, it still pops into my head from time to time as I wait for the kettle to boil.

Katamari soul. Photo provided by Bandai Namco

Katamari Damacy symbolizes Japanese game development during this era. PS2 technology was good enough for game designers’ more ambitious ideas to start blossoming, and budgets weren’t yet so outrageous as to require multi-million sales. The result is a slew of short, surreal, and often quite broken games. who I really wanted that. You can clearly see the designer’s heart reflected in it. Many of these games were never released to the world. Katamari Damacy itself was never officially released in Europe, but fortunately for curious teenagers in the ’00s, importing the game was relatively easy if you knew how to use the Internet. Thankfully, the PS2’s region lock was easily circumvented. In 2004, getting a copy and putting it to work felt like unearthing an artistic treasure.

Katamari designer Keita Takahashi brought together students from publisher Namco’s design school and programmers from the arcade division to complete the game in less than a year on a budget of £650,000. Takahashi studied sculpture at art school and went on to create some interesting games, but it’s safe to say that none were as interesting as this one.Namco continued make a series without him Many years have passed since he left the company in 2009, but things have never been the same. Recent Katamari Damacy games have felt like self-parody. The reason Katamari Damacy is so loved is precisely because no one has ever seen anything like it before.

No doubt, this is mainly because I am not a teenager anymore, but I hardly ever feel that way now. It feels like you’re playing something you’ve never seen before.If you’re lucky do not have For those who have already experienced it, there is a great remaster of Katamari Damacy on Steam and all consoles called Katamari Damacy Reroll. Happy 20th birthday, beautiful weirdo.

what to play

Dragon’s Dogma 2. Photo: Capcom

dragons dogma 2 ‘ released on Friday and I’m having the time of my life. I’ve been waiting 12 years for a sequel to the weirdest medieval RPG I’ve ever played, and it didn’t disappoint. It’s like Elden Ring meets The Witcher, except it’s pleasantly silly in that it can pick up people and carry them around for hours. For no reason, you find yourself fighting an ogre in the middle of a crowded city where no one is paying attention.

This is the antithesis of the tightly scripted RPGs that currently dominate the genre, and instead allows you to mix and match a bunch of fun systems and experiment with how they collide, giving you a sense of the unexpected. always happens. As I type this, I’m in a haunted castle with a magician who looks like Aladdin Sane-era David Bowie and a retinue of greatsword-wielding warriors straight out of Dark Souls. I’m in the middle of an adventure.

Available on: PS5, Xbox Series X, PC
Estimated play time: 50+ hours

what to read

Sony’s PlayStation VR headset. Photo: Afro/Rex/Shutterstock
  • Bloomberg claims that Sony has temporarily suspended production of the product. PSVR2 virtual reality headset, thousands of units remain unsold. Sony has never fully bought into the luxury of this expensive accessory – it’s only released a few games for it since its launch last year – and consumer demand just isn’t there either. It seems that. I’m sorry I said that.

  • Mutsumi Inomatathe character designer and artist who defined the look of Bandai Namco’s Tales series of role-playing games; died63 years old.

  • EAstudio is the latest giant publisher to suffer layoffs. 5% reduction in workforce worldwide. Apex Legends developer Respawn was the hardest hit.

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Question Block




Pokemon Sword and Shield. Photo: Nintendo

This week’s question from reader Danny:

“Which Pokemon game for Nintendo Switch would you recommend for my introduction?” 9-and Will my 6-year-old daughters be involved in this series? ”

Luckily, Danny, I just introduced Pokemon to kids my age this year, and now they’re hooked. They get so much joy out of these games and it’s really gratifying. Here he has two good options. The first one Pokemon Let’s Go Pikachu and Eevee!is a remake of the OG Red/Blue Pokemon games that blends old-school combat and collecting with Pokemon Go-style catching, where kids can help catch creatures by simulating throwing Pokeballs at the screen. Masu. (Also, if you played the original version, your kids will think you’re omniscient.)

Other options are pokemon sword and shield, just finished with the kids. It’s simple, cartoonishly beautiful, easy to read, and comes with all the game mod cons that first-generation Pokemon trainers had to do without (which moves are effective against opponents, which (e.g. actually letting you know if a technique is ineffective). (on the battle screen).

If you have any questions for the questions block or anything else you’d like to say about the newsletter, please reply or email pushbuttons@theguardian.com.

Source: www.theguardian.com

Iron Age people may have buried their beloved pets, such as dogs and horses along with them

Remains of dog and baby girl buried in Seminario Vescoville near Verona, Italy

Laffranchi et al. (CC-BY 4.0)

Late Iron Age people in northern Italy were sometimes buried with dogs and horses. Probably because they loved dogs and horses.

Archaeologists often suspect that the ancient worldwide custom of placing animals in human graves is associated with higher socio-economic status, beliefs about the afterlife, or certain family traditions. I was there. However, after thorough investigation, researchers say they are now beginning to suspect that such “community burials” may have simply been expressions of love for devoted non-human family members. Marco Mirella At the University of Bern, Switzerland.

He and his colleagues reexamined bones excavated from the 2,200-year-old Seminario Vescoville cemetery just east of Verona, Italy. There, the Cenomani lived in metal-making communities before and during the Roman conquest.

Most of the 161 graves discovered at the site contained only human remains, but 16 graves also contained whole or partial animal remains. Twelve of the items were pork or beef products, apparently food offerings to the deceased. Zita Laffranchialso at the University of Bern.

However, the remaining four were buried with dogs and/or horses, which were not used for food by the group. Among them were a middle-aged man with a small dog, a young man with part of a horse, a 9-month-old baby girl alongside the dog, and, most unexpectedly, a pony. She was a middle-aged woman. She had a dog’s head placed above her and a dog’s head placed above her head.

“At first, the excavators were surprised to find human legs under the horses, and their first idea was that there were horsemen here, there were warriors.” LaFranch says. However, the woman was buried unarmed, suggesting that her association with the 1.3 meter tall pony had nothing to do with the war.

The researchers found no particular trends in the age of the people buried with the animals, and DNA analysis suggested they were not genetically related to each other. Chemical analysis of these corpses Dietary differences related to socio-economic status were also not revealed compared to human-only graves.

The findings suggest that ancient people may have felt a strong connection to their animals and therefore chose to bury their loved ones with them, the researchers said. “And why not?” says Mirella. “You can never rule that out.”

Another explanation, the researchers added, is that the animals may have had symbolic meaning for the afterlife. For example, in Gallo-Roman religion, The Celtic horse goddess Epona was believed to protect individuals after death..And what about Gallo Romance? Sometimes dogs are associated with the afterlife.. In fact, burying dogs with infants may even have had a purpose: Protecting parents from future baby loss.

Still, the animals in the graves appear to have benefited from careful human care, rather than as disposable livestock. The dog in particular appears to have been fed human food and is showing signs of wound treatment and healing.

So it’s also possible that people were buried with animals for both symbolic and affectionate reasons, Mirella said.

topic:

Source: www.newscientist.com