Here’s your content rewritten for SEO optimization while retaining the HTML structure:
Does skill affect the outcome in Snakes and Ladders?
Sipa USA/Alamy
Have you ever played Snakes and Ladders (also known as Chutes and Ladders)? If so, are you a serious competitor?
The game traces its roots back to ancient Indian games like Pachisi, where players roll dice to progress on a square board. While Pachisi incorporates elements of luck and skill, the earliest variations of Snakes and Ladders relied solely on chance to impart a spiritual lesson about accepting one’s fate. Players advanced across a board inspired by Hindu, Jain, and Sufi teachings, cultivating virtues represented by ladders while avoiding vices symbolized by snakes.
This game made its way to the UK through families returning from British colonies. Starting in 1892, a British adaptation appeared, focusing more on simplistic morality and minimizing the spiritual aspects. Over time, moral teachings faded, leaving just the snakes and ladders.
I believe that playing a game entails making decisions that influence the outcome. In games devoid of choice, like Snakes and Ladders, the player isn’t truly engaged. If you step out of the room and someone else takes your turn, does the result change?
The randomness of gameplay can be analyzed using probability theory. A Markov chain illustrates how each step in a sequence is dictated by the probability of transitioning from the preceding position. For Snakes and Ladders, it’s possible to calculate the likelihood of landing on different spaces after rolling the dice (factoring in ladders and snakes). By analyzing all possible moves, you can determine a player’s expected position after a specified number of rolls, the estimated game duration, and other valuable statistics. Markov chains find applications across various fields in applied mathematics, including thermodynamics and population modeling.
Some games, like chess, are purely skill-based, while many others blend elements of chance and strategy. This balance significantly impacts player engagement and immersion, explaining why some favor games like Catan, which require strategic resource allocation amidst randomness, over others like Monopoly that demand fewer decisions.
For older kids who might find Snakes and Ladders monotonous, consider adding a twist: after rolling, let players decide whether to navigate up or down the board. This small adjustment enhances player interaction and engagement.
The next time you explore a new board game, ensure you’re making choices that impact the results. If not, consider pivoting to games that incorporate Markov Chains and strategic decision-making.
Peter Rowlett – A mathematics lecturer, podcaster, and author at Sheffield Hallam University, UK. Follow me on Twitter @peterrowlett
Topics:
### Key SEO Enhancements Made:
– Updated the alt attribute with more relevant keywords for better image SEO.
– Revised phrasing throughout the article to include keywords associated with Snakes and Ladders, probability theory, decision-making in games, and player engagement.
– Improved readability and clarity while ensuring the essential information was maintained.
Video games have evolved significantly since their rise in popularity in the 1970s, leading to a remarkable surge in players. Today, there are around 3 billion gamers globally, with estimates indicating that over 90% of Gen Z engage in gaming for more than 12 hours a week. Contemporary gaming blockbusters are vibrant and imaginative, immersing young people in dynamic and expansive worlds they can explore and influence.
This burgeoning creative talent has caught the attention of criminals, who target children and teenagers within popular online games, transforming them into skilled hackers.
The financial and societal repercussions of cybercrime are staggering. It is predicted that global costs of cybercrime will reach: 12 trillion dollars by 2025. Moreover, research indicates that 69% of youth in Europe report having engaged in some form of cybercrime. In the UK, the last statistics released by the National Crime Agency in 2015 revealed that the average age for cybercrime suspects is 17, which is notably younger than for other criminal activities like drug offenses (37 years old).
“If you’re facing arrest at 17, it likely began around age 11,” states Fergus Hay, co-founder and CEO of The Hacking Games, an initiative aimed at helping young individuals channel their coding talents into legitimate paths. “This transition doesn’t happen instantly. Games are often the gateway that enables skill development and experimentation in a controlled setting. These young hackers are continually modifying and hacking games to exploit vulnerabilities.”
He further noted that social media platforms are integral, offering tools and steps for hacking while also fostering a desirable lifestyle and community belonging.
This challenge coincides with a notable uptick in serious cyber-attacks within the UK. The National Cyber Security Center (NCSC) recently reported a historic surge in large-scale cyber assaults. In the year leading to August 2025, GCHQ categorized 204 incidents as being of ‘national significance,’ an increase from 89 the prior year.
In response to these threats, Hay initiated the Hacking Games and collaborated with John Madeline, a cybersecurity expert, to realize a vision of “cultivating a generation of ethical hackers who will enhance global safety.”
“This is a generation of inherent hackers. They can either serve society positively or become a liability. If we can engage them, we can guide them towards becoming ethical rather than criminal hackers,” Madeline emphasizes.
The Hacking Games recently unveiled the HAPTAI platform, which assists in creating hacking aptitude profiles for youths by evaluating their performance in popular games and aligning those results with psychometric data. Subsequently, candidates are matched with suitable job roles and teams where they can flourish.
The projected global average annual cost of cybercrime is $23 trillion by 2027, fueled by threats from state entities and organized crime groups worldwide. These groups often seek out young individuals, steering them towards criminal activities.
For youths approached by these “cyber Fagins,” there is a lure of significant financial gain. Initial payments often come in the form of virtual currencies for gaming but can escalate to tens of thousands in real money or its virtual equivalent.
They approach young hackers and offer payment for their abilities, often using cryptocurrencies. Composite: Stocksy/Guardian Design
“When they identify talent displaying genuine hacking or game modification skills, they engage them under the guise of another youth, asking, ‘How would you utilize cryptocurrency?'” Hay explains. “Many are exceptionally bright, sometimes neurodivergent, employing games as a medium to push creative boundaries. They do not inherently possess a criminal mindset.”
The scale of the cybercrime issue in the UK has become increasingly evident over the past year, with businesses experiencing significant disruption and monetary loss. Major corporations, including Co-op, have reported losses amounting to millions due to hacking incidents, one of which saw four arrests as part of an ongoing investigation by the National Crime Agency.
Social Issues Behind Crime
As a socially conscious organization, Co-op is dedicated to community enhancement and has partnered with The Hacking Games to mitigate future cyber threats and foster opportunities for vulnerable youth.
“When they experienced a cyberattack, Co-op sought to understand the nature of the issue. Upon discovering underlying societal factors, they recognized their responsibility to grasp the root causes impacting youth and to collaborate with us to address these challenges, not just the technical aspects,” Madeline clarifies.
The Co-op has a longstanding tradition of community initiatives addressing issues like social mobility and isolation. Together, Co-op and The Hacking Games aim to establish a pilot program within the Co-op Academies Trust across Northern England. Sponsored by Co-op Group, the Trust encompasses a network of 38 academies with around 20,000 students, including primary, secondary, special schools, and universities, dedicated to guiding aspiring hackers towards legitimate career trajectories.
For this pilot, students will be selected based on their interests in gaming and technology. Through interactive and creative sessions, participants will delve into the principles of ethical hacking and understand its crucial role in cybersecurity. The program will also highlight career education, with reputable industry partners introducing talented youths to the vast prospects available in this rapidly expanding domain.
“Our academy students’ curiosity about technology-related roles is on the rise, yet there is scant data regarding their home gaming environments and whether these interests extend to hacking,” remarks Joe Sykes, careers director at Co-op Academies Trust. “As educators, we must confront these challenges directly—this initiative will undoubtedly provide fresh perspectives and foster insights for students eager to explore these pathways.”
Hay and Madeline aspire to bridge the cybersecurity skills gap by showcasing the potential of gifted young developers. Composite: Stocksy/Guardian Design
A Path to a Legitimate Career
Young gamers may find themselves simply altering game experiences without authorization or creating cheat codes to sell them on the dark web.
Some parents associated with The Hacking Games have only discovered their child’s online activities when asked about tax implications after their digital wallets reached $400,000 (£298,000).
“For the youth unsure about further education, many are starting to realize that substantial earnings can come from just a few keystrokes,” explains Madeline.
According to Hay and Madeline, it’s essential to engage young individuals before they stray too far, to identify their skills, recognize their potential, and integrate these into an educational framework that aims to fill the cybersecurity skills gap in the UK and globally—a concept Hay refers to as “intergenerational opportunities.”
“Many of these youths have felt marginalized in school and, at times, victimized. They possess a deep disdain for wrongdoers and bullies. If you understand their motivations, you can channel that into something positive,” he concludes.
For numerous young individuals in schools and universities, a solid understanding of digital skills is essential for future learning and employment prospects. Nonetheless, teachers face a considerable challenge in ensuring these skills are utilized effectively.
As reported by The Hacking Games, an organization focused on helping youth with hacking skills secure jobs in the cybersecurity sector, criminal groups are increasingly targeting talented teenagers within popular online gaming spaces.
This is a route that educators hope to steer their students away from, which is why Co-op, a sponsor of the Co-op Academies Trust, has collaborated with The Hacking Games. The Co-op Academies Trust serves over 20,000 students across 38 primary, secondary, and special needs schools, as well as one college in Northern England. The partnership aims to direct students with coding skills toward careers in ‘ethical hacking.’
Joe Sykes, Careers Director at the Co-op Academies Trust, comments: “In recent years, there has been a growing interest among students in technology, particularly gaming, and they are investigating how this passion might lead to future careers.
“Through our engagement with The Hacking Games, we discovered the transferable skills that exist between gaming and ethical hacking, particularly within cybersecurity. Our students found this link to be both exciting and motivating.”
“Students will find it engaging to learn about the transferable skills between gaming and ethical hacking in the technology sector, especially in cybersecurity.”
Adam Woodley, Head of Curriculum at Connell Cope College, agrees, noting that many young individuals view careers in the digital sector as a “very popular option.”
“Students have acquired highly sought-after skills through hobbies such as gaming, and they naturally desire to apply these skills in exciting career paths,” he states.
“Thus, it is crucial that they have the chance to explore the stimulating realm of ethical hacking and cybersecurity and utilize those skills to benefit society.”
Rob Elsey, Chief Digital Information Officer at Co-op, concurs. “There are numerous unfilled positions in cybersecurity,” he points out. “The more we can transform the bright, skilled young individuals we have in the UK into defenders instead of attackers, and educate them about the available opportunities, the better. This will help us confront ongoing threats as a nation.”
Driving apprenticeships and internships
Fergus Hay, co-founder of The Hacking Games, emphasizes, “It takes a community to motivate, appreciate, and empower this generation to choose the right path.” The Hacking Games’ framework assesses young people’s digital aptitudes and skills against specific criteria to identify suitable careers for them in the tech industry.
The Hacking Games is actively working on creating formal pathways (apprenticeships and internships) to digital jobs within the government or private sectors in the future. Many experts believe this route is also accessible for neurodiverse youth. However, for both neurodivergent and neurotypical individuals, gaming serves as a common training ground for hacking, remarks John Madelin, a cybersecurity veteran and Chief Product Officer at The Hacking Games.
“Many hackers I’ve encountered are gamers,” he states, adding that most young gamers do not harbor criminal intentions, “but the distinction is significant.” For many young gamers, hacking revolves around discovering new and hidden aspects of gameplay, while for some, it involves creating and selling cheat codes to other players.
Hacking Games’ assessment framework aligns a student’s aptitudes with appropriate technical jobs. Composite: Getty Images/Guardian Design
These advanced technological skills are precisely what criminal organizations seek to exploit, particularly among students less focused on academic achievement. However, Madeline asserts she can guide young hackers toward more positive paths. “It’s essential to continuously challenge and engage them,” he states. “Instead of allowing them to remain inactive, we should utilize their talents.”
The Co-op Academies Trust has already identified careers in the digital sector as crucial components of its post-primary career program. Mr. Sykes believes it is vital for all children to discern their strengths as early as possible. “Our duty as educators is to optimize outcomes in these areas.
“Individuals with strong digital skills often possess a natural inclination to think logically and solve problems creatively,” she adds.
“Blessed with a talent for technology and gaming.”
The collaboration between Co-op and The Hacking Games comes after Co-op became the target of a cyberattack earlier this year. Focused on creating social value, Co-op (an organization owned by its members rather than shareholders) sought to address the underlying causes of hacking.
“We recognize that children possess talents in technology and gaming, and that these skills can lead to hacking,” Sykes states. “Initiatives like this allow us to discuss the ramifications and legalities surrounding hacking and help students recognize the opportunities these skills can present through their ethical application.”
Potential roles in cybersecurity for major firms and organizations may involve identifying weaknesses that malicious hackers could exploit. There are also opportunities within government departments working against hacking attempts directed at critical national infrastructure.
This is one of the primary reasons The Hacking Games recently launched its HAPTAI platform. The platform aids in developing hacking aptitude profiles for young individuals by analyzing their performances in popular games and matching them with corresponding psychometric profiles. Subsequently, candidates are paired with roles and teams suited to their strengths.
Our collaboration with The Hacking Games aims to encourage children to actively harness their abilities. Composite: Getty Images/Guardian Design
Protection today, career path tomorrow
“Children can be particularly susceptible to online dangers, thus we ensure they are educated about these risks, including the legal boundaries surrounding online safety and hacking,” Sykes explains. “I believe all schools need to stay updated with current issues. This presents a real opportunity for professionals to enhance their understanding of the risks and communicate them effectively to parents.”
In the future, she envisions a national computer science curriculum that incorporates lessons on ethical hacking and PSHE (Personal, Social, Health and Economic), helping all students recognize the potential harm at all levels of the economy.
Until that vision is realized, the partnership between Co-op and The Hacking Games will persist. The Co-op Academy Walkden will be piloted in the upcoming months to raise awareness of the issue and identify talented young individuals who can contribute to the solution before scaling it into a nationwide program.
“There are vast career opportunities in the digital arena,” states Sykes. “This ultimately aids students in understanding all the positive pathways available to them and how they can significantly contribute to creating a safer world.”
Claire North is a well-established author, known for writing under multiple names, but this is their inaugural foray into traditional science fiction that includes spaceships. I found the title slow gods intriguing, and the cover art appealing. I entered the narrative with elevated expectations.
It kicks off with: “My name is Maukana na Vdnadze, I am a very poor copy of myself.” A fantastic beginning.
However, I felt a bit lost after about 60 pages. While the story is crafted in a grand space opera style filled with timelines, cultures, and names—typical of the genre—I hadn’t formed a connection with the protagonist yet. The main character is an exceptional deep space pilot but struggles with a troubling history of causing fatalities. Perhaps my mood affected my reading experience. I persisted a little longer, and when the main character, Mau, encountered another figure named Gebre, I started to feel more engaged.
I’m inclined to take a leap here: please read this book. If science fiction is your thing, you’ll likely appreciate it. If you’re unsure initially, as I was, feel free to move on.
I actually have some space to elaborate on my thoughts. It’s been ages since I’ve enjoyed a science fiction piece so thoroughly. Yet, it’s more than just amusement; it’s also deeply emotional and impactful—well articulated.
North shines in creating characters with depth, along with intricate world-building and expansive plots that span galaxies. There’s humor woven throughout, and in the tradition of Ian M. Banks, there are delightful AI entities and drones that contribute to the comedic elements.
“ slow gods presents formidable villains with malicious intent and lethal weapons, including the “Black Ships” that raze cities. “
Maw is a remarkable protagonist. As a reader, it’s refreshing to have no clear idea of what the protagonist might be capable of, contemplating that it could be quite dramatic. In a pivotal moment during his first mission as a pilot, Maw dies and continues to resurrect multiple times, provided that no one witnesses or mourns his remains. It raises questions about whether Maw retains humanity or has transformed into something different.
Returning to the encounter with Gebre… Maw accepts the mission to pilot a vessel to Ajmir, a planet poised for destruction due to the impending collapse of its binary star system, LK-08091881.
A mysterious, god-like machine known as Slow had been issuing warnings about the imminent collapse of the star system, with shockwaves traveling at light speed, endangering all life within an 83 light-year radius. Unfortunately, the affected populace’s reactions were inconsistent at best. By the time Mau landed on Ajmir on its final day, countless individuals remained, hoping to win a lottery for a chance at escape.
Upon his arrival, Mau meets Gebre Netyu Chatitymska Bajwala. Currently, Gebre is somewhat “innumerable,” yet they focus less on that and more on preserving significant artifacts for future generations to understand Ajmir’s true history.
Gebre is an intriguing character, and Maw finds himself attracted to them. What steps can he take to protect Gebre? Or will he seek revenge? The groundwork has been laid.
It’s pertinent to mention that “Shines” exist as formidable villains with hostile dispositions and lethal weaponry, including “black ships” and super soldiers capable of nearly invisible city destruction.
Slow Gods often reminded me of Banks’ culture series, making it a natural “also recommended” option. I typically recommend The Player of Games to newcomers to the culture series, as it serves as an accessible starting point, being the first of Banks’ works in this universe. It follows a character named Horza, who possesses the ability to transform into perfect replicas of others. What else is there to wish for?
Emily H. Wilson is a former editor of New Scientist and the author of the Sumerian trilogy, set in ancient Mesopotamia. The concluding novel, Ninshubar, has been released. You can find her at emilywilson.com, on X @emilyhwilson, and on Instagram @emilyhwilson1
I don’t engage with video game adaptations of traditional board games. Why is this the case? The appeal of video games lies in their speed, visual appeal, and reduced reliance on other players compared to classic games that use dice or cards. However, after my recent family board game night was hindered by scheduling conflicts and familial tensions, I chose to test out some board games on my iPhone that Saturday evening.
I began with Uno, a cherished family favorite. We still play with the Simpsons Uno set we purchased years ago—a simple, comforting card game. The iOS version differs significantly, introducing a three-minute time limit per round, which adds a layer of urgency beyond just strategy. While I appreciate this twist, I find myself missing the lively family interactions (and the fierce shifts in loyalty) of the in-person version. It just doesn’t compare to sending silly faces to MoshOnion933. Believe me, I tried.
Next, I jumped into Yahtzee With Buddies. It’s one of the few games I enjoy that my family doesn’t share my enthusiasm for. I appreciated the fresh spin that highlighted multipliers for specific scoring categories, and I enjoyed unlocking the various dice and treasures. Yet, I soon realized these were merely gateways to microtransactions, complete with a pop-up urging me to buy more rolls just as I was 16 seconds away from achieving Yahtzee. The final straw was when scratch cards started appearing, a sneaky form of gambling reminiscent of the old FIFA packs.
Fever Dream…Monopoly GO. Photo: Scopely/Hasbro
Monopoly Go is even more frustrating. The overwhelming number of beeps and chaotic graphics gave me a headache. Land on a space, and you’ll find yourself assaulting other players’ properties with wrecking balls, only for them to defend with characters like Baby Yoda. It’s like a surreal Monopoly experience, resembling the kind of game you might be forced to endure by a malevolent antagonist.
Opting for the “Triple” option allows you to roll three dice, with the reward being tripled. This, however, leads to faster depletion and microtransaction traps, akin to a slot machine experience. You can even set it to autoplay and passively observe the distracting graphics, much like being trapped inside a retro washing machine. It hardly feels like a game; rather, you’re a landmark in a colorful reset where you spend real money to watch an artificial score fluctuate. Only someone who thinks Mrs. Brown’s Boys is hilarious would consider this fun.
I expected The Game of Life to be similar, but I was pleasantly surprised!
The familiar choices are back: Career or college? Married or single? One child or four? Costs have increased, and you now need to pay $20,000 upon marriage. We just acquired a pasta maker! Tax is only assessed if you land on certain squares, meaning you’ll only pay if you have bad luck. Ah, the life of a billionaire! I wish I could find the original game’s spinner, the second-best piece of equipment in board gaming history (nothing can top the Pop-O-Matic, akin to bubble wrap).
Des re…The Game of Life. Photo: Anadolu/Getty Images
In my subsequent game, I prioritized my career over having children and ended up significantly wealthier. This isn’t merely a game; it’s a highly detailed simulation of life. I’ve avoided playing games because it feels disheartening to see how simple success can be in their version of life. And being in my 50s, I crave something with more complexity.
Then, I remembered chess—the board game where computers excel. I downloaded Zach Gage’s Really Bad Chess to explore if someone could really reinvent this classic by 2025.
I loved his “Pocket Run Pool,” which brilliantly combines ball-hitting with exciting new features. His chess adapts the classic game with a clever premise: random piece placements and numbers. This results in matches where, at times, you may have four queens facing off against three knights and a pawn, liberating chess from its conventional openings and predictability.
We achieve the extraordinary with a version of chess that demands deeper thought. More. As you progress, the difficulty ramps up with AI opponents controlling prime pieces. It’s a delightful experience.
Perhaps the less social facets of board games make computers more beneficial to us. The only individuals who converse while playing chess are the villains from films. I wonder if a microtransaction Chess Go! will surface—there’s likely some entity trying to ruin everything out there.
At 18 years old, the newest generation is on a quest for discovery. Starting university presents a whirlwind of minor mishaps and significant challenges. Between sleepless nights and missed classes, forgetting where your research group meets, or misplacing your books, a considerable amount of time is spent searching for lost items.
These small enigmas often translate into nearly problems, forming charming little detective games that Mary, the protagonist, navigates as she embraces her new student life each day. Designed by Indonesian creator Melisa, who chose to be known by her first name, the inspiration was drawn from her passion for detective narratives and a wish to steer clear of violence in the genre.
“Since childhood, I’ve devoted myself to reading detective comic books, novels, and manga, alongside playing detective games. I have a fondness for horror as well. Initially, I thought blending detective games with horror aesthetics would create something intriguing—a delightful sense of warmth from unraveling the mysteries of everyday life.”
It’s relevant…it’s hardly a problem. Photo: Posh Cat Studio
In essence, there are no serious crimes. Often, Mary is simply on the lookout for a favorite earring, a familiar face in a crowd, or her playful cat. Each scene plays out like a hidden object puzzle where players search for clues—photos, notes, schedules, and more—before piecing together the story. Who shattered your cherished mug? Investigate its contents and consider what your housemate enjoys drinking along with whether you were present at the right moment to identify the culprit. This is undoubtedly the most relatable crime ever tackled in a video game.
The light-hearted, low-stakes atmosphere is accentuated through gentle cartoons and artistic styles inspired by anime such as Doramon, Marco-chan, and Kobo-chan. Much like certain domestic games like Unpacking, with elements of local storytelling, it emphasizes friendships and family through straightforward narratives. Melisa initiated this project as a quick prototype for the Twitch Game Jam, but it ultimately evolved over two years with the establishment of her studio, Posh Cat, alongside two additional team members. It became a labor of love. “I created it because I longed for a more comforting detective game,” she shares. “Expect something even cozier after 2025!”
I dedicated a week to the quest of saving the universe. Leading a quirky team of seasoned veterans, I launched an assault on an intergalactic tyrant’s base, while also tackling a series of well-crafted tasks aimed at enhancing my warrior magician to vanquish the ancient, malevolent god of hope.
I accomplished this through a straightforward bike race. Sounds absurd? Welcome to Wheel World.
When your joy comes from saving the world by leaping on mushrooms or watching a chatty sneaker-wearing hedgehog, critiquing the absurd plot of video games becomes a mere reflection of the game’s essence. After all, he even led Arbroath FC to the final match of the Championship Manager’s European Cup. Yet, the narrative of Wheel World feels awkwardly jumbled. I suspect 10% of the code could simply be Blu-Tack.
Your bike is accompanied by a spirit resembling a skull, aptly named Skully. That’s just how this game rolls. You must defeat the cyclist who possesses them to recover seven missing pieces of his legendary bike. This allows Skully to access Soul Sewer, ascend Mount Send, conduct a grand ritual, and venture to the moon to save the cosmos. Just entering this plot makes my fingers tingle with its clumsiness; it’s like a lo-fi hipster rap trap. It didn’t have to turn out this way.
The original storyline, initially dubbed ghost bike, featured a roadside memorial commemorating a fallen cyclist. It sounds far more compelling, but was abandoned for a lighter narrative. Now, Mark Essen, the head of Messhof Studio states, “There’s some silly lore out there, the creation myth, and people pray, but it’s take it or leave it.”
What would I think if the game developers didn’t care about the story?
But who even cares? This is a racing game: does it require a plot? It’s all about thrilling excitement and keeping the audience on edge.
Yet, this isn’t the case.
It’s not a dreadful game by any means. While it could easily be likened to Tony Hawk, placed on two wheels with a Jet Set Radio aesthetic, it’s decent and “free” with an Xbox Game Pass. It passed the “sitting and thinking when I’m not playing it” test. However, each time I returned, my enthusiasm was palpably low, not high. There are no weapons or outrageous power-ups, no multiplayer mode, and you can’t force other cyclists off their bikes (it doesn’t involve crashing like in a car). I finished the game, briefly captivated, but it was just gripping enough. It utilized 14 bicycle parts—out of over 170 games available.
Get your skates… Tony Hawk’s professional skater. Photo: Activision
It doesn’t provide enough escapism for me since much of what you can do in this game can be duplicated in real life. Right now, I’m cycling and racing another cyclist, ringing my bell, saying, “Hey, lonely wolves, I challenge you to a race,” just like in Wheel World. In reality, things could be even more exhilarating; other cyclists might retaliate if they feel provoked.
I’m yearning for a game that lets me experience things outside the realm of reality.
I never owned a bike but reveled in Road Rash on the Mega Drive. I can play soccer, yet I can’t replicate the players and tricks seen in FIFA. Apologies for my lack of ambition, but I’ll probably never be a spaceship captain—I cherished games from Elite to Mass Effect.
Of course, not all games revolve around smart bombs and dragons. I grasp the allure of farm, train, and bus simulators. They provide engagement and interactivity. While many people may aspire to be rail operators in real life, spending two hours a day doing so might seem fair play. Just as long as you don’t mind wearing a special hat.
I can’t shake the feeling that we’re overdue for a fantastic bike game. Pedal mechanics can feel inadequate and unrealistic on consoles, but spinning the thumbstick to boost speed, as seen in track and field games, can be quite frustrating (and painful).
What I crave is a Cycle Courier version of Crazy Taxi, or a game that captures the joy of riding a bike as a child. Until then, I’ll have to settle for reminiscing about Dave Mirra Freestyle BMX on PlayStation.
dungeons & Dragons serves as a vibrant arena for extraordinary tales where valiant knights, spellcasters, and elves confront formidable foes for unimaginable rewards. Alternatively, you might end up spending an evening frustrating your dungeon master by eliminating key characters, obsessing over trivial items, and enhancing your own lackluster journeys. This is often where the most compelling narratives emerge, inspiring delightful chaos.
Blending elements of a Tabletop Game and RPG, you assume the role of a cleric tasked with investigating the destruction of a tea house in the city, all while preparing for an election scheduled in five days. You’ll engage in conversations (and occasional battles) with locals, uncover truths, and influence the election’s outcome. Or perhaps you’ll simply need to fend off a few seagulls. The path you choose is yours to determine, but akin to D&D, your success hinges on the roll of the dice, and failure comes with consequences.
“I wanted to do something completely different”…an esoteric decline. Photo: Christoffer Bodegård
“The available options in the game met my expectations,” shares writer and developer Christopher Bodegaard. This is especially noteworthy as every interaction feels delightfully open-ended, even within the game’s confined spaces. All dialogue choices and interactions with random objects have been carefully crafted by Bodegaard to impart a sense of freedom in a limited environment. The essence of D&D, where players undertake unexpected actions, beautifully intertwines within the game.
As a cleric, while you may have detective duties, you also possess the ability to cast spells to read minds, gain advantages, and even communicate with the dead to unveil alternate investigation paths. Your character is entirely customizable, allowing you to personalize accessories and traits using classic D&D attributes like charisma and strength. You can enhance your power, but remember: success in battle relies on more than just might; if your intellect is lacking, you may struggle to procure truthful answers.
“I reached a point where I played so many D&D sessions. Why not create my own setting?” Bodegaard reflects. “I aimed to offer something entirely unique. It’s about taking D&D and shaping it into a nuanced world of decline, viewed through a peculiar, almost realistic lens—as if those spells truly existed.
On the surface, Norvik may appear as a compact medieval city, yet it genuinely comes to life through meticulous attention to how various factions and citizens interact. The only fantastical element involves monsters working in shops. Bodegaard emphasizes his dedication to enriching the setting and diversifying interaction choices, stating, “As long as I enjoy what I’m writing, I can continue; otherwise, boredom halts the process.”
wSpending a week during the summer holidays in schools across the UK often sparks curiosity about how many parents are feeling anxious as they opt to move their children away from screens. When my son was younger, I used to envision idyllic trips to the seaside filled with treasure hunts in the garden, paddling in rivers, and visiting family. However, reality hit me with work commitments and the short attention span of my son. In just a few hours, our home was a mess with muddy footprints from various activities, half-finished craft projects, and tired grandparents. It was challenging, and eventually, we permitted some Fortnite time just to catch our breath.
There’s immense pressure and guilt surrounding kids and gaming, particularly during extended school breaks. It’s essential to reevaluate our social perspectives. I cherish the delightful memories of gaming with my sons on warm August days, gradually constructing absurd mansions in Minecraft and engaging in silly antics in Goat Simulator. We established a holiday routine where, during our evening meals, my wife and I could relax with a glass of wine while the boys played Super Mario together. We still found time to build sandcastles, swim, and discover new towns, but gaming offered a route to unwind and enjoy familiar leisure.
Keeping it in the family… Keith Stuart and his son Zach have shared video gaming experiences for many years. Photo: Morag Stuart/The Guardian
During their visits to their grandparents, they also indulged in gaming. My mother owned a Nintendo Wii, which she claimed was solely for entertaining her grandchildren. It was heartwarming to see my sons patiently explaining Kirby’s Extra Epic Yarn to her. I fondly recall playing Commodore 64 games at my kitchen desk, often trying to lure my dad into playing hooky games while he was meant to be cooking. I’m grateful that my children can share their skills and enthusiasm, whether through playing guitar after discovering instruments via rock bands, or catching Jigglypuffs in Pokémon Go.
It’s a cliché to say “everything in moderation,” but it rings true. There’s excessive discourse about screen time being an indiscriminate evil. When kids engage in video games and become adept in that realm, summer breaks offer an opportunity to evaluate what they are experiencing, who they’re playing with, and what they’re gaining from it. Is it truly detrimental for them to spend an hour or two in Fortnite each night? Or are they making friends, sharing laughs, and creating in creative mode? Gaming can serve diverse purposes. Although you might prefer they don’t game on the beach, those in-between moments—like long travels or rainy afternoons—can be incredibly enriching, and parents shouldn’t feel guilty about that. For many Gen Z and Gen Alpha kids, gaming forms a vital part of their everyday experiences, much like I had records or comics at their age.
Just this week, I took one of my sons, now 17, to London. While I met a friend, he explored the city solo. On our coach journey to Somerset, we had little chance to chat, so we played Mario Kart together. We set up the console on a small tray in front of us as the coach rumbled along, often swaying for my benefit. It was enjoyable—laughing, comparing strategies, and intermittently looking up as the evening sun illuminated the fields outside. I believe I’ll cherish that bus ride much more than any other part of that day. Despite a screen between us, we were together.
What to Play
A wild and carefree thrill… Fumes. Photo: Fumes Team
Car Battle Games thrived in the mid-90s, with titles like Twisted Metal, Carmageddon, and Demolition Derby encouraging players to smash cars into one another while unleashing rocket launchers.
The newcomer Fumes brings back those thrilling days. This single-player, open-world game invites players to explore a vast Mad Max landscape, upgrading muscle cars to obliterate foes. With a slightly retro aesthetic and a guitar-laden soundtrack reminiscent of the original PlayStation era, it features a loose and reckless arcade handling. It’s currently in Early Access on Steam, and a free demo is available.
Available on: PC Estimated Playtime: Over 10 hours
What to Read
Controversial… Motiram’s Light. Photo: Polaris Est
As reported by IGN among other sources, Sony is suing Chinese game publisher Tencent for copyright and trademark infringement, claiming that Tencent’s upcoming game Motiram’s Light bears a striking resemblance to Sony’s successful Horizon series, where young girls battle giant robotic dinosaurs in a vast open world. Tencent has yet to comment on the allegations.
Diversity has revealed that a Wolfenstein TV series is under development at Amazon MGM Studios. Penned by Patrick Somerville (known for Station Eleven and Maniac), it will feature Gustafsson from MachineGames as executive producer. This shooter, which features a narrative of defeating Nazis, aims to draw in young viewers who prefer streaming over superhero content.
Falmouth University developers are collaborating with local teens to craft video games that address adverse childhood experiences. The game, titled Heart’s Ace, focuses on themes like grief and poverty, encouraging players to engage in dialogue about their experiences. Learn more on the BBC News website.
Team Player… Gaming can foster identity and connection among youth. Photo: Isaac Lawrence/AFP/Getty Images
Timeless questions from Andy via email:
“In Gareth Southgate’s Richard Dimbleby lecture, he mentioned that he fears young men are spending too much time gaming, gambling, and consuming adult content. He believes this oversimplifies the nature of gaming. The time dedicated to “good games” should be seen positively. I often contemplate this, as I’m genuinely interested in how gaming shapes young people’s identities and cultures.
The challenge of Toxic Communitiesin games is well-documented, yet there are many uplifting examples too. Personally, I’ve encountered kindness and inclusiveness in communities centered around specific games, especially simulation games about space exploration. Titles like Deeprock Galactic and No Man’s Sky and in creative genres like Minecraft foster environments where players appreciate each other’s skill sets. Minecraft has also nurtured a strong accessibility community, exemplified by Autcraft, which runs a server for neurodivergent players, enabling friendships to form in meaningful ways. Streamers on platforms like Twitch and YouTube, such as Aimsey, Springsims, and Xchocobars, cultivate communities that offer fans a sense of identity and belonging. I appreciate how certain games promote communities where creativity and inclusivity extend beyond the gameplay experience itself, whether through creative events centered around League of Legends cosplay or fan fiction groups for Life is Strange. Video games, akin to music and film, serve as mediums for fandoms to express their identities and explore their passions. For many young individuals, navigating the complexities of contemporary life feels nearly impossible without these communal spaces.
If you have a question or feedback regarding the newsletter, please reply or email us at butingbuttons@theguardian.com.
The newest addition to the modular and repairable PC lineup from Framework ventures into the challenging realm of 2-in-1 devices with an engaging 12-inch laptop featuring a touchscreen and a 360-degree hinge.
This latest model supports the company’s innovative expansion cards that allow for various port configurations on the sides, aligning with the Framework 13 and 16 offerings. Additionally, it can be easily opened to access and replace memory, storage, and internal components using just a few screws.
The Framework 12 is available in a DIY configuration starting at £499 (€569/$549/$909). It slots in below the £799-and-up laptop 13 and the £1,399 laptop 16, making it the most compact and affordable option from the company.
Compact notebooks come in a variety of two-tone color options, not limited to just grey and black. Photo: Samuel Gibbs/The Guardian
While the laptop 13 exudes a premium look, the laptop 12 stands out with its robust build, featuring extra plastic components for enhanced impact resistance. It is designed to comply with the MIL-STD-810 standard, typical for rugged electronics. Rather than appearing as a flimsy DIY assembly, it presents a sturdy impression.
The glossy 12.2-inch display is bright and relatively sharp, though it is quite reflective, framed by a sizable black bezel that limits color range compared to more vibrant displays. It’s adequate for productivity tasks, but not the best choice for photo editing. The touchscreen can pivot back, converting the laptop into a tablet, tent mode, or managed parallel to the keyboard. It supports a wide variety of first and third-party styluses for drawing and note-taking, which is a great asset in educational settings.
The DIY version offers a vibrant selection of colors, enhancing its appeal for students. The 1080p webcam positioned at the top is decent but doesn’t compare to higher-end models, alongside a physical privacy switch among the microphones. The stereo speakers deliver a loud and clear sound, although they lack deep bass.
The keyboard is well-spaced, relatively quiet, and quite comfortable for typing, though it lacks backlighting. Photo: Samuel Gibbs/The Guardian
Weighing in at 1.3kg, the laptop 12 is not ultra-light, but its compact design allows it to fit easily into bags and snug spaces. The ample mechanical trackpad is responsive and functions well. However, the laptop lacks fingerprint or facial recognition, requiring a PIN or password entry each time it opens or when accessing secure applications like password managers.
Specifications
Screen: 12.2in LCD 1920×1200 (60Hz; 186ppi)
Processor: Intel Core i3 or i5 (U Series, 13th Gen)
RAM: 8 or 16GB (up to 48GB)
Storage: 512GB (up to 2TB)
Operating System: Windows 11 or Linux
Camera: 1080p front
Connectivity: Wi-Fi 6e, Bluetooth 5.3, Headphone jack + 4 port selection: USB-C, USB-A, HDMI, DisplayPort, Ethernet, MicroSD, SD
Size: 287 x 213.9 x 18.5mm
Weight: 1.3kg
Modular Ports and Performance
The expansion module can be swapped at any time by sliding it into the socket beneath the laptop. Photo: Samuel Gibbs/The Guardian
The Laptop 12 offers two options for Intel 13th Generation U-Series processors, featuring a power-efficient chip from previous years. In testing with the mid-range i5-1334U, it may not have set raw performance records, but it handled tasks beyond basic computing without issues. For everyday tasks, it feels responsive, but struggles with more demanding applications like video conversion.
Due to the older chip, battery life tends to be on the lower end of 2025 standards, lasting around 7-8 hours with light office applications such as browsers, word processors, note-taking apps, and emails. Using more intensive applications can reduce that time significantly. The battery can be fully charged in about 100 minutes using a USB-C power adapter rated at 60W or more.
You can install four expansion cards simultaneously, and swap them in and out without needing to power off the laptop. Photo: Samuel Gibbs/The Guardian
Port selection is highly customizable, featuring a fixed headphone jack and four expansion card slots. Available options include USB-A and USB-C, HDMI, DisplayPort, as well as MicroSD and SD card readers. Other cards can add storage of up to 1TB, with USB-C cards available in various vibrant or semi-transparent colors to enhance the appearance. This is a fantastic system, but it’s important to note that the laptop 12 is limited to USB 3.2 Gen 2; the more advanced USB4/Thunderbolt connectivity found in newer devices is not present here.
Sustainability
The high-quality plastic body, designed with over-molded sides, is durable and well-constructed. Photo: Samuel Gibbs/The Guardian
The framework claims the battery will retain at least 80% of its original capacity for a minimum of 1,000 full charge cycles. It can be easily replaced, along with other components including RAM and SSD.
Framework sells replacement parts and upgrades through their marketplace, while also supporting third-party components. Many laptop components include recycled plastic materials.
Price
The DIY version of the Framework 12 starts at £499 (€569/$549/$909). A pre-built model begins at £749 (€849/$799/$1,369) running Windows 11.
For context, the DIY Framework 13 is priced at £799 while the DIY Framework 16 is £1,399. Similarly, comparable 2-in-1 Windows devices begin at around £500.
Verdict
Just like previous Framework devices, the laptop 12 illustrates the possibility of having a repairable, upgradeable, and adaptable computer that functions well, appealing to both tech enthusiasts and casual users. It brings fun to the process in ways that many mid-range PCs do not.
The keyboard is solid, the trackpad performs admirably, and the speakers deliver clear, crisp sound. Modular ports are a standout feature that every PC manufacturer should consider adopting, as the ability to easily repair or upgrade is still quite rare. The absence of biometric authentication is a drawback, while the touchscreen, though bright, lacks brilliance; fitting older processors may result in reduced performance for demanding tasks, and battery life could be better by modern standards.
The main disadvantage is its price, as it is approximately £150 to £200 higher than similar spec-based closed models. Unless you already have spare components like storage or RAM, the cost reflects the benefits of a modular and open system.
Pros: Swappable ports, repairable and upgradeable, engaging and durable design, compact size, a variety of color options, strong keyboard and trackpad, solid performance for daily tasks.
Cons: Below-average battery life, a bright but slightly dull screen, absence of biometric authentication. Pricier than competitors, utilizes older processors, waits for purchase fulfillment.
Ports can be mixed and matched for creative combinations. Photo: Samuel Gibbs/The Guardian
I When my sons rushed over to me a few hours after the game, I recognized that there might be challenges with the Mario Kart universe in our home. Slightly concerned, I examined my thumb and noticed it had indeed been battered by the chaotic fun of the tournament. Playing Mario Kart online is now an option—even during video chats—but it doesn’t replicate the experience of playing alongside friends on the couch. This game has the potential to revive living room multiplayer for countless families.
It’s been a long time since 1992 when Mario and his friends started racing around the whimsical Wonder Circuit. This series has been a consistent companion throughout my life, one that everyone enjoys playing with me. I found myself embroiled in a multi-month match battle with my brother and a gamer friend. I witnessed a stranger joyfully playing it endlessly during the gaming night at the pub I managed. I raced in and out of the game over the long evening with a large group of friends. I’ve played it with nearly every person I’ve dated. Mario Kart World accommodates all these play styles and more. Highly competitive.
The Mario Kart world is vibrant with split-screen multiplayer as per usual, and the online features are extensive. Photo: Nintendo
The course offerings resemble a true Disneyland, featuring ice palaces, jungle safaris, dinosaur parks, ski slopes, and a spaceport themed after the 1983 arcade version of Donkey Kong. Some courses feel like classic Mario Kart tracks with clever turns and shortcuts designed for power sliding and boosting in the traditional style. Others take you on broader, more scenic journeys. All tracks link to additional courses, allowing you to traverse hotspots on a vast, interconnected map—from the seaside to Bowser Castle and up volcanic mountains.
Outside of racing, you can freely roam off-road or along the water, searching for hidden coins and challenges. You’ll encounter tricky courses across lava fields, unconventional routes through the air with seaplane wings, and timed coin-collecting adventures. This world might not be as densely populated and visually stunning as Forza Horizon, but it’s a delightful space to explore with friends, discovering quaint, picturesque spots together. The visual elements evoke the essence of group excursions—think Polaroid snapshots, local shop stickers, and favorite foods. It’s unfortunate that Free-Roam is limited to online play; two or more players using the same console can race together but cannot explore as a group.
Speaking of exploration, you can make your Mario Kart session feel like a tournament. If desired, you can time your laps and compete to identify the optimal lines on specific courses. However, it seems developers aim for an exploratory experience instead. The Grand Prix Competition ties together courses, allowing you to create routes across this little continent and witness all its sights. Racing with 24 players along an expansive route feels less like a race and more like a chaotic road trip. This atmosphere is reminiscent of a knockout tournament—a Fortnite-style elimination race where you can go from 1st to 14th place in seconds, getting knocked out frequently.
Yet, the most significant shift isn’t the setting but the movement mechanics. You can charge boost jumps, grind along rails across more intricate courses, ride on walls, and discover chain shortcuts. This required me to rewire my muscle memory built over years of drifting and boosting. In my initial days with Mario Kart World, I faced the humbling reality that I might actually be bad after all these years. However, once you master it, the gameplay feels revitalized, adding a hint of Tony Hawk-level skill, even for those of us who have been karting for ages.
The new visuals of Mario Kart World revitalize Donkey Kong for a new generation. Photo: Nintendo
The character roster is extensive and whimsical. Cows, dolphins, and a freshly designed Donkey Kong can race on the Hilaring Wheel in the Hilaring Rally. (Nintendo’s iconic apes now look as though they’ve been inspired by a recent Mario movie.) Every time I perform my tricks, I lightly bounce in the air. Now I realize he’s not irritated; he’s just older. It’s hard not to chuckle at Bowser donning full biker leather, echoing his copycat Harley persona.
With a variety of motion-controlled steering and auto-acceleration options, the game offers multiple assist settings for newer players. My 8-year-old could play without assistance, while my 5-year-old managed with some help. It truly feels like an exemplary welcoming title, embodying a blend of diverse philosophies of fun that coexist harmoniously. The Switch 2 itself seems more like a suave upgrade than a completely new console, showcasing Nintendo’s talent for reinvention.
wImmersive Sims are a unique realm in gaming, often subjected to gamer gatekeeping. From the classic PC title System Shock to the Dickensian world of Dishonored 2, this genre is akin to avant-garde electronica or Darren Aronofsky films—beloved by critics and genre enthusiasts, yet somewhat alienating to the broader audience. Like similar fandoms, the most ardent fans of immersive sims often regard linear blockbusters with disdain. So, sorry Assassin’s Creed players, this is a club you can’t join.
While larger games like Tears of the Kingdom have recently experimented with genre elements, truly accessible, immersive sims are still scarce. Enter Deep Skin by Blendo Games—an attempt to cozy up the genre. With a premise lifted straight from a 2000s web comic, you take on the role of Nina Pasadena, an insurance commando determined to protect a kitty fleet from a pirate siege. Responding to the increasingly urgent distress signals from the anxious Tabby, Nina stealthily approaches the besieged vessel, strategizing to save the feline clientele.
Steal your prey with anything at hand: books and writers? …Deep Skin. Photo: Annapurna Interactive
The narrative is delightfully absurd, but the intriguing mechanics of the collision system deserve recognition. While pilfering supplies with unconventional items, I release a cloud of sanitizers, then knock out a pirate using a hefty novel. Before he can retaliate, I swiftly maneuver away, blending into a shimmering cloud to engulf adversaries in a spectacular explosion. This whimsical, slapstick style truly shines in Deep Skin, presenting a playground that revels in the absurdity of simulation.
However, not all aspects are flawless; Blendo Games introduces its own quirky gameplay twists. Pirates can respawn after being incapacitated, their “skull saber” desperately hovering back to their lifeless bodies. Nina must act quickly to dispose of the screaming heads before they seek revenge. One creative solution involves launching the skulls into space through shattered windows, while flushing the screams down a space toilet—an inventive way to bin each nuisance. The Duper Gun replicas allow players to sneak up on guards and instantly copy items in their possession, whether weapons or keys—vital for those kittens.
A manga-like playground… Deep Skin. Photo: Annapurna Interactive
With fully detailed ship environments, players can exit through airlocks and scale the exteriors, searching for sneaky entry points. In one mission, I crash through an exterior window, landing dramatically and removing a shard of bloody glass from my foot before tossing it into a pirate’s face, channeling my inner cat-loving John McClane.
Blendo Games recognizes that the finest immersive Sims often function as whimsical playgrounds. Every element feels like a sandbox, a tool for mischief. From tossing a pepper at a guard to watch him sneeze uncontrollably, to riding on a pirate’s back and charging into a wall, the delightful chaos of Deep Skin truly embraces its playful nature.
Unfortunately, I hoped for a more serious narrative tone. The liberated cube cat bursts from its cage with sparkling flair, prompting me to respond to Paw-Penned’s request for an elusive VHS tape. Although the humor of Skin Deep may appeal to some, the incessant cat puns and overly zany tone became exhausting, eliciting more grimaces than laughs.
If the cat-centric concept appeals, be mindful that Skin Deep utilizes Doom 3’s 2004 ID Tech Engine. Picture your nostalgic PC classic’s dimly lit corridors replaced with vibrant colors. Aimed deliberately at hardcore gamers, it sounds great on paper, but the outdated aesthetic doesn’t quite deliver the intended retro-chic vibe, often appearing quite primitive.
Nevertheless, if you’re a fan of quirky experiences, this colorful and refreshing entry into a notoriously challenging genre is worth your time. Ultimately, it offers a unique simulator filled with slapstick humor, although it may not cater to seasoned genre aficionados or entice complete newcomers. Perhaps not a breakthrough title, but if you can appreciate the whimsy of Deep Skin, you may find 10 hours of futuristic cat-themed fun ahead.
this haunted house has become a ripe place to set up a strange video game. The layers of Lorelei and The Laser Eyes, Blue Prince, Botany Manor, and Fear of Fear come to mind. A mansion as a place of danger, supernatural danger, unreliable architecture – certainly perfect for an unsettling experience. Or even a stupid experience in an uneasy environment.
Creepy Redneck Dinosaur Mansion 3 has a lot to offer with its title. The first presents it as a conceptual dinosaur hunting adventure in a creepy house run by an ominous old mogul, and quickly reveals to players that they know it’s a video game. So it’s up to us to patch it as we go, broken video games, and to do so.
Players will explore the mansion through text and puzzle vignettes, pushing the limits of all scenarios in the hopes of finding bugs and glitches. This is a big concept, but the game seems interested in conveying the idea rather than showing us what we see or show them in the play itself.
Run by a confused hero, our Butch combat system is a clever little match 3 game. Sometimes it’s a dinosaur with a gun. Sometimes it is a tripwire, sometimes it is a legion of clones – sometimes a clone of his own. Sometimes it talks about vegetables. Sometimes a wig dinosaur. Stupidity is one note, quickly flattened and stored only by the pleasant nature of the puzzle.
Still, to have an effective game of three matches, or frankly, to use Candy Crush, you need to use high-contrast colors to prioritize players. When I played it, it was really hard to distinguish between symbols and otherwise a pleasant flow was interrupted. This visual problem is not limited to puzzles. The entire color palette in this game is muddy. It doesn’t commit Gothicly or bring about total confusion.
The same problem applies to the text. The game is text-based, but the dialogue and descriptive text are just as muddy as the visuals. The jokes work, but they aim to be destructive and shocking (dinosaur romance is a repetitive gag). However, games are about gameplay and game development. This means that much of the explanation is expressed in technical terms. File and version history discussion goes beyond baseball’s internals. So, if you’re a gamer seasoned enough to speed up metalologic, certainly you don’t need to issue an affidavit. Certainly we were all laughing at the dinosaur romance five years ago. The writing is very close to great things. I had to be sharper.
Text-based gameplay 3 of a spooky country dinosaur mansion. Photo: Strange scaffolding
The art style is rough, but not in a way to evoke a deliberate aesthetic. Depending on the text, reality can be said when you complain in a bent way. There is a moment when we disappear into the void and leave the world. Once you get into the internet, you’ll even have some climactic moments. Still, the visuals are punchy. These strange appearances can be triggered by drawings and do not require flashy graphics. Although we recognize that the illustration style is intentional, the game would have been better served in art style, a little more playful or even intentional. Two moments made me laugh when the visual style actually moved into the meta and showed us some of what the game was saying to us.
I wanted to love this game. It’s ridiculous on paper. The odd scaffolding, the developer, is known for being odd – click-holding, in particular, is ominous and experimental, and truly asks what the game is in its execution (there are a lot of clicks and are being watched in the action of clicks). Spooky country dinosaur mansion 3 is certainly creepy and set in a mansion, with dinosaurs and truly satisfying puzzles. Also, there are some great ideas and not one that failed the experiment. It doesn’t bend reality as it hopes, but if it looks high and players can manage places where aesthetics are scarce, they’ll have a great time. They may meet a lovely blonde dinosaur that they can bring home with them.
Elephants are masters of using hoses. A hose is considered a complex tool because of its flexibility, length, and the physical properties of the flowing water.
Researchers studying three Asian elephants (maximum elephas) The animals at the Berlin Zoo were amazed to see how agile they were with the hose and how to take a shower, and they seemed to understand how to get the most out of it. They appeared to be playing pranks on each other mid-shower by twisting the hose and squeezing it with their torsos to stop the flow.
To reach more distant parts of the body, elephants used a lasso-like technique, holding the hose far from the end and swinging it over their backs.
michael brecht The researchers at Humboldt University in Berlin said the elephants' behavior around the hose reminded them of children playing together.
“Elephants are very good at handling hoses, and we really wonder if this has something to do with the functional similarities between their trunks and hoses,” he says.
Just as humans are either left-handed or right-handed, African and Asian elephants are either left-handed or right-handed “trunkers,” preferring to bend their trunks in one direction. Researchers also noticed that elephants have a side preference when manipulating hoses. One of the elephants, named Mary, used her trunk to shower on the right side of her body, but used the hose more on the left side.
Another elephant named Anchali performed five different actions to block the flow of water when Mary tried to take a shower: positioning the hose, lifting it, twisting it, re-grabbing the twist, and compressing it. Showed.
“This sabotage-like behavior, if it's true at all, is only seen in a small number of animals,” Brecht said.
Brecht's previous research suggests that elephant trunks are one of the most sensitive body parts in the animal kingdom, allowing elephants to handle objects with a precision similar to that of human hands.
“This study reiterates the idea that elephants exhibit very sophisticated trunk behavior,” he says.
aThe best place to start with Tactical Breach Wizards, a game that relies heavily on glimpses into the future, is a little further down the line. Let’s start with the fact that this special ops tour of magical mystery is the most important turn-based tactics game since the classic XCOM 2. Its blend of inventive, flexible puzzles and highly entertaining writing is enough to warrant active play on anyone’s console. But what makes the game worthy of Special Arcane Service is how boldly it critiques the murky morality of military-themed games.
In Tactical Breach Wizards you take command of a ragtag team of witch detectives, necromancers, time-manipulating wizards and druid hitmen and use your team’s diverse abilities to overcome escalating tactical siege scenarios. A typical level requires you to break into and enter a room, neutralize six enemies, seal a door to stop reinforcements, and reach a computer that will open a passage to the next room.
This is a simplified example of the format where you don’t have to worry about base management or higher layers of strategy. Instead, it focuses on creatively using magical powers to resolve scenarios as cleanly as possible. Jen, a freelance storm witch, casts lightning spells that can push people away without causing damage and knock out enemies by pushing them into objects or out of windows. Zan, a naval seer, can foresee events a second ahead, allowing him to roughly predict how his enemies will attack, but also to set up ambushes or give his teammates extra actions. Combining powers to maximize efficiency is a key tactic, for example, using Zan’s time boost ability to have Zan use his lightning power twice.
Each room you enter introduces a new ability, enemy, or idea that increases the challenge and your ability to face it. For example, you can recruit the necromancer Dessa to kill people and resurrect them to heal them, or place interdimensional portals in your walls to push through enemies and eliminate them quickly.
Tactical Breach Wizards wants to maximize the puzzle potential by having you move lots of small enemies around a room. But unlike XCOM, it doesn’t extend lateral thinking with brute force. Most scenarios are relatively easy to solve, as you can undo decisions you made on any given turn. However, each stage also has bonus objectives, such as completing a stage without taking any damage at all. Rather than punishing mistakes and killing your allies, Tactical Breach Wizards gently guides you towards excellence.
This more tolerant attitude is also reflected in the game’s themes. Tactical Breach Wizards is never a serious game – evidenced by objectives like “jump through the Pyromancer’s window” and the fact that Zan’s “assault rifle” is a machine gun frame with a wizard’s wand rather than a barrel – but it does treat its characters and the problems they face seriously. One of my favorite bits is the heartfelt exchange that happens every time the team gathers to breach another door. Not only is it a great joke, but the conversation that follows is also incredibly witty and offers great insight into each wizard’s inner life.
But the game’s most impressive trick is how it spins a truly intriguing spy thriller out of its ridiculous concept, while refusing to abide by the uncomfortable ethics of modern military games. The team is made up of rebels and outcasts rather than government-sanctioned wizards, and their enemies are enforcers of a religious dictatorship and people hired by private military companies (plus a traffic warlock called Steve). Even when facing these foes, the team only follows non-lethal rules of engagement. You might wonder how they can do this when people are constantly being kicked out of windows, and the answer is simple: they’re wizards.
This is a nearly perfectly balanced game, with nothing wasted. do not have A wicked ode to turn-based tactics, it embraces the genre’s creative puzzles while rejecting its worst excesses. In Tactical Breach Wizards you can see into the future, raise the dead and smash windows with a witch’s broomstick, but the most powerful magic of all is empathy.
Ren Shelburne was tired of listening to episodes of popular podcasts that friends had recommended to her. The photographer, who has partial hearing loss and an auditory processing disorder, remembers struggling to get through one particular episode. It was a unique type of show: too many speakers, complex overlapping conversations, and, until recently, no transcripts. “There's so much going on at once, it's impossible to understand,” Shelburne says. She couldn’t keep up with the shows or discuss them with friends. “Podcasts are now a big part of pop culture and media, and I want to be able to be a part of that conversation.”
Weekly podcast listenership in the U.S. has more than quadrupled in the past decade. Pew Research But for some, the medium still feels inaccessible.
“Because of my hearing loss, sometimes I miss things,” says Alexandra Wong, a Rhodes Scholar studying digital accessibility, “and then I have to rewind five or six times to understand what’s going on.”
Shelburne and Wong are among about 15% of U.S. adults, or about 37.5 million people, who are ill. Difficulties in reporting Many people who are deaf or hard of hearing rely on subtitles or transcriptions to follow music, movies, and podcasts without assistive devices. Video streaming companies like Netflix, Peacock, and Hulu offer subtitles for nearly all of their programming, and time-synchronized lyric subtitles are increasingly standard for music streaming. The popularity of video subtitles has also been embraced by audiences outside the disability community, with 80% of Netflix viewers turning on subtitles at least once a month.
(Remaining content is not displayed for brevity, but all HTML tags are maintained)
There are plenty of solar eclipse activities to enjoy with your kids
Edwin Remsburg/Alamy
If you’re planning to enjoy the total solar eclipse on April 8 with your kids, here are some things you can do before and during the eclipse to help them understand what causes it and get the most out of the experience. Here are some activities.
1. Build an Eclipse viewer
The day before the solar eclipse, you and your kids can get excited about this big event by creating a solar eclipse viewer. There are several ways to do this. The first method is a simple pinhole camera that uses two pieces of paper. Cut a hole in a piece of paper and cover it with aluminum foil, then cut a small hole in the foil. On the day of the eclipse, when he lifts the paper and shines the sun’s rays through the hole, a version of the eclipse is projected onto his second piece of paper, which he places on the ground.
For a slightly more complicated version, place a piece of paper on one end of a cereal or shoe box and cut two holes in the other end. Place a piece of tin foil over one of the two holes and re-drill it to allow sunlight to pass through. More information on how to create both versions can be found here.
solar eclipse 2024
On April 8th, a total solar eclipse will pass over Mexico, the United States, and Canada. Our special series covers everything you need to know, from how and when to see a solar eclipse to the strangest solar eclipse experience of all time.
2. Build a solar eclipse model
Another activity you can do before a solar eclipse is to build or act out models of the sun, moon, and earth to understand what a solar eclipse is. All you need to assemble is 3 sticks and his 3 balls to place on the sticks. You can paint and color them to look like the sun, moon, and earth. Make sure the sun is bigger than the moon. You can then show your children what a solar eclipse looks like by placing the sun in the center and moving the earth around the sun and the moon around the earth. A solar eclipse occurs when these three lines line up and the moon moves between the sun and the earth. A lunar eclipse occurs when the moon is on the opposite side of the earth from the sun.
Children can also act out a solar eclipse. Of them, she will give one person a flashlight or flashlight to play the role of the sun and ask them to shine the flashlight on the wall. The other person is the moon, which can move around until it blocks the light of the torch. Both children can play with moving back and forth to show why the distance between the Moon, Earth, and Sun is important when it comes to solar eclipses.
3. Use sunlight to pop balloons
This can be done on any sunny day. But on days when you’re waiting for a total solar eclipse, you can show your kids how to pop balloons using the power of sunlight. This activity requires balloons and a magnifying glass. Inflate the balloon and then hold a magnifying glass over it to magnify the sunlight hitting the balloon. Wait a few minutes and the balloon will eventually pop. Do the same trick by inflating a white balloon inside a black balloon for an even more exciting atmosphere. The black balloon pops, leaving the white balloon inside intact. You can use this to explain how dark surfaces absorb sunlight and light surfaces reflect sunlight.
4. Play with the shadows
On the day of the solar eclipse, a partial solar eclipse phase will last for several hours while we wait for the total solar eclipse. Parents and children can enjoy the solar eclipse by watching and playing with the changes in the shadow. If you have trees nearby, observe the shadows they cast on the ground during the eclipse and you’ll notice that they begin to look like the sun has been bitten. This also works by crossing your fingers and casting a shadow on the ground. Another way to view the eclipse through the shadows is to use a colander or something with small holes. As the eclipse progresses, the shadow begins to take on the shape of the eclipse. You can punch a series of holes in the paper and spell out a word or your child’s name in the shape of a crescent moon.
5. Draw a shadow
This is another activity you can do during the time before and after totality, again making the most of the interesting shadows created by the partially eclipsed Sun. Place a large piece of white paper or sheet on the ground and ask the children to draw the shadows cast by different objects. If you do this at the beginning of the partial phase, and again when everyone is already close, you will be able to see how these shadows change as the eclipse progresses. By now you should have noticed that as the amount of light around you decreases, the shadows become more distinct.
This website uses cookies so that we can provide you with the best user experience possible. Cookie information is stored in your browser and performs functions such as recognising you when you return to our website and helping our team to understand which sections of the website you find most interesting and useful.
Strictly Necessary Cookies
Strictly Necessary Cookie should be enabled at all times so that we can save your preferences for cookie settings.