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Tag: simulation

  • Enter the Whimsical World of Animula Nook, a Lilliput Fantasy Life Simulation Game

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    LilliLandia Games, an indie studio under Tencent Games specialising in the life simulation genre and integrating both development and publishing, is proud to announce its upcoming title, Animula Nook, a fantasy life simulation game set in a lilliputian world. Blending whimsical characters with richly interactive environments, the game aims to offer players an enchanting, creative and cozy experience.

    Watch the official trailer for Animula Nook here.

    Inspired by the charm of modern animated cartoons, Animula Nook transforms everyday objects into fantastical landscapes. From towering coffee mugs to sprawling bookshelves, players become tiny explorers in a giant’s world. They can navigate and interact with oversized, real-world objects, build their own homestead, collect elements such as raindrops and wind to help with crafting, and grow crops in flowerpots.

    Animula Nook offers players a haven where they can explore, create and forge friendships. The game also supports online functionality, allowing players to share their creativity and experiences with their family and friends.

    Key Features of Animula Nook:

    • Discover a tiny yet immense world: Venture into vibrant landscapes hidden in plain sight. Explore lush, resource-packed houseplant forests, delve into the mysterious depths of a forgotten well, and navigate other awe-inspiring (and sometimes perilous) corners of your home. Every expedition is an adventure, whether you are unearthing rare materials or meeting a new friend.

    • Collect beyond the ordinary: In this tiny world, sunlight, raindrops, gentle breezes-even forgotten scents-become precious materials waiting to be discovered. Coins, buttons, and other small wonders are scattered throughout the land – each one not just a resource, but a lost treasure waiting for a new purpose.

    • Build with everyday objects: Milk cartons become charming houses, teacups turn into bustling cafés, and spice jars transform into tiny, glowing shops. Use the objects around you to build, decorate, and customize a miniature haven with unique furniture and personal touches. Start on your desk, then expand your creations across windowsills, cabinets, or even inside a vibrant, living vivarium.

    • Befriend the world’s tiny folk: This miniature world is full of life. Meet a delightful cast of residents, from tiny humanoids to whimsical beings you’ve never seen before. Exchange gifts, create memories, and watch as your bonds deepen over time. As you grow closer, their stories will unfold in more personal and surprising ways. With enough care, you might even convince them to move in – just be sure to build them a space they’ll love.

    • Define yourself in every detail: Customize your character, express yourself creatively, and make the world truly yours. With an endless assortment of outfits, accessories, furniture, and tools, everything you create is a reflection of you.

    • Convenient creative tools: Bring your ideas to life with intuitive tools that make creativity effortless. Sketch blueprints for builds, dismantle objects into modular components, and see your imagination come to life with ease.

    Animula Nook will make its first appearance at Tokyo Game Show this week, September 25th to 28th. Attendees can visit the booth in Hall 6 06S02 to get a first look at gameplay and secure exclusive gifts.

    Animula Nook is available for wishlist on Steam, Epic Games Store, and PlayStation, and will be available for Switch 2 and Mac. Players who wishlist the title will receive updates on upcoming announcements, release timelines, and exclusive content reveals.

    Join the official Discord server, to become part of the Alpha testing team. Get early access to community events and rewards and hear from the development team.

    For more information about Animula Nook, check out the website or follow the game on social channels: Facebook, X, Instagram, TikTok or YouTube.

    About LilliLandia Games

    LilliLandia Games is an experienced studio with mature cross-platform global development capabilities, built by a core team of veterans who specialise in platform development and multiplayer experiences. The team focuses on making games that provide social connection and comfort, creating beautiful worlds as a sanctuary for the global gaming community.

    Source: Tencent

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  • Boom Supersonic Selects Applied Dynamics International for Digital Engineering Software

    Boom Supersonic Selects Applied Dynamics International for Digital Engineering Software

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    Applied Dynamics International (ADI) is proud to announce it has signed a teaming agreement to collaborate with Boom Supersonic

    Applied Dynamics International, Inc. (ADI) today announced it has signed a teaming agreement to collaborate with Boom Supersonic, the company building Overture, the world’s fastest airliner optimized to run on 100% sustainable aviation fuel (SAF). 

    “ADI is proud to be partnering with Boom Supersonic on its efforts to make the world dramatically more accessible through sustainable supersonic flight,” said Scott James, ADI’s President & CEO. “Overture will transform how we experience the world and connect with each other, and we are excited to play a role in its development.”

    Under the agreement, ADI will design a highly-automated digital engineering and test enterprise for Boom to leverage throughout Overture’s design and development. Boom will also adopt ADI’s ADEPT edge computing software that allows engineers to design and deploy a virtual, physical, and simulation model of Overture.

    ADI’s best-in-industry aircraft Digital Twin platform can be run on an engineer’s laptop for interactive simulated flight test, or for high-volume automated batch testing. Key functions of the aircraft are assessed then later aircraft subsystem supplier simulations and software-in-the-loop models are integrated for virtual aircraft integration and verification testing. 

    “At Boom, we leverage advanced computational tools to bring more efficiency and precision to Overture’s design and development,” said Troy Follak, Boom’s Chief Technology Officer. “ADI’s simulation software is integral to enabling our engineers, suppliers, test pilots, and flight test crew to understand how Overture and its systems will perform well before the aircraft takes to the skies.” 

    As aircraft subsystems are built by Boom’s suppliers, real flight-worthy equipment gets connected to the virtual Overture aircraft for hardware-in-the-loop testing. ADI’s simulation software will then allow engineers and test pilots to virtually fly Overture before conducting a physical flight test, thus reducing risk and development costs. ADI’s ADEPT software is the only commercial Digital Twin platform that has been used to receive FAA flight credit for virtual flights – making the company an ideal partner in the development of the Overture program.

    About ADI

    ADI helps industry leaders drive innovation for their mission-critical industrial initiatives and offers innovative industrial edge computing solutions for Digital Engineering, Digital Twin, and Open Process Automation applications. ADI works with industry professionals and decision-makers involved in and responsible for digital strategy and Industry 4.0.

    About Boom Supersonic

    Boom Supersonic is transforming air travel with Overture, the world’s fastest airliner, optimized for speed, safety, and sustainability. Overture will fly at twice the speed of today’s airliners and is optimized to run on 100% sustainable aviation fuel (SAF). Overture’s order book stands at 130 aircraft, including orders and pre-orders from American Airlines, United Airlines, and Japan Airlines. Boom is working with Northrop Grumman for government and defense applications of Overture. Suppliers and partners collaborating with Boom on the Overture program include Aernnova, Aciturri, Collins Aerospace, Eaton, Honeywell, Latecoere, Leonardo, Safran Landing Systems, and the United States Air Force.

    Symphony™ is the propulsion system that will power Overture, a Boom-developed engine with world-class suppliers including Florida Turbine Technologies (FTT), a business unit of Kratos Defense & Security Solutions, Inc., GE Additive, and StandardAero. For more information, visit https://boomsupersonic.com

    Photos and video available at https://boomsupersonic.com/newsroom/media-assets

    Source: Applied Dynamics International, Inc.

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  • ‘Tiny Connections’ Review – It Really Is All About Your Connections – TouchArcade

    ‘Tiny Connections’ Review – It Really Is All About Your Connections – TouchArcade

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    Short Circuit Studio is up-sizing their scope. No longer content to dwell in the realms of the Teeny Tiny, the developer has now moved up a full grade to merely Tiny. Tiny Connections (Free), that is. Its previous game, Teeny Tiny Town, was a lovely little update to a well-established older mobile game with a few wrinkles of its own. In a sense, that is also what Tiny Connections is, but it ventures further out conceptually from the games it was seemingly inspired by. And hey, it’s quite good too. I think these folks might be on to something here. What are all these connections about? Are we connecting people? Communities? Cables? Various thumb tacks on a map using red strings? I hope it isn’t the last one, but let’s have a look.

    Okay, now that I’ve got you in here, I’ll get right to the point. You’re connecting water and electricity to little cities. You have a grid with different colored generators, and you need to use your limited supply of wires and pipes to connect them to all of the same-colored cities on your grid. The generators can take connections from all four cardinal directions, while cities can only be connected from one side. As time passes, more cities and generators will be added to the grid, introducing new colors and adding more complicated things to work around. Of course, you’ll also be given additional tools here and there that will hopefully help you deal with such complications. If you leave a city without its needed utilities for too long, that’s a game over. You’ll get your final score, and that’s that. Care to try again?

    The base game of Tiny Connections comes with one country to play in, the United States. It includes a few different maps, and you’ll unlock those as you reach certain score thresholds. Each map varies in its land to water ratio among other things, so you need slightly different strategies for each. By purchasing a $1.99 IAP you’ll gain access to seven more maps spread across four additional countries. To round out the IAP situation here, the game has ads that you can remove with a $1.99 IAP, and there’s also a $2.99 IAP that will give you the new maps and remove ads in one go. I suspect more stages will arrive as new IAP in the future, but for now you can get everything the game has to offer for a few bucks. Or, if you want, you can just play for free on the three American maps and deal with the ads. Your call.

    If you’ve been around the block a few times, the basic idea is probably sounding a little familiar here. Yes, this is rather similar to Mini Metro. Like that game, you’re having to manage what starts as a simple network of hubs, nodes, and the pieces that go between them. It gradually becomes more and more complicated, and eventually you’re just not going to be able to sort the spaghetti before the whole thing blows up in your face. Beyond the setting, the main difference here is that you’re dealing with multiple utilities, almost like if Mini Metro and Mini Motorways were smashed together. It’s a bit more strict in some ways and more lax in others. There are also some different special tools to make use of which fit the theme.

    But hey, Teeny Tiny Town wasn’t the most original of affairs and I still loved it. I think what is different here is that Mini Metro isn’t quite as old as Triple Town is, and with deep apologies to Spry Fox, the presentation of Mini Metro isn’t as easily improved upon as Triple Town. Tiny Connections has a really slick presentation, and its focus on stylized realism is certainly distinct from the direction Dinosaur Polo Club chose for its games, but I really can’t say it looks and sounds better. Kind of a lateral move at best, depending on one’s tastes.

    I suppose that’s the best way to describe Tiny Connections on the whole. It’s a lateral move at best from the games that it follows on from, and depending on how well you like the theme you may like it more or less. For my money, I don’t think there have been a whole ton of well-done games of this style yet, so I’m willing to give Short Circuit Studio a pass for opting to hew fairly closely to the basic idea and simply aiming to do its own take as well as it could. So that’s where I’ll leave that.

    Beyond the lack of novelty, I only have some minor bones to pick with the game. The way the UI works makes it awfully easy to misplace pieces, but you can easily fix things up in those cases so it isn’t a huge deal. It’s not always immediately clear where a new problem has cropped up, particularly as things get crowded on the map. I feel like new cities occasionally pop up in places that can’t be addressed with what you have on hand, and that always feels very frustrating since all you can do is watch and wait until it busts. Relatively rare, but it does happen. Don’t waste your tunnels, friends.

    I think that’s where I’ll park this one. Tiny Connections is an enjoyable, well-built spin on games like Mini Metro and Mini Motorways. Its less abstract art style and unusual premise might appeal to some players despite its mechanical familiarity, and I think it’s safe to say that if you loved any of the aforementioned titles then you’ll certainly want to give this a look as well. Since you can sample a good portion of the game for free, it’s easy to do just that. If you like what you see, you can open up the rest of the game and send those ads to Pluto for a very reasonable price. Another strong effort from this developer.

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    Shaun Musgrave

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  • Merge & Build’ Review – Prince Eddie Proves Unready – TouchArcade

    Merge & Build’ Review – Prince Eddie Proves Unready – TouchArcade

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    The kinds of games we see come to Apple Arcade has certainly shifted in the general sense over time. I can understand why, as Apple tries to get the biggest engagement bang for its bucks. Why blow the bank on a bunch of games that people will play through once or twice and then never touch again? Oddly, this has resulted in Apple Arcade seemingly coming full circle to provide a lot of games similar to the ones that dominate the rest of the App Store. Kingdoms: Merge & Build () is clearly one such title, taking after hits like Merge Mansion. Not the first merger we’ve seen on Apple Arcade, but it’s the first one I’m bothering to review. I’d like to say there is some grand reason, but it’s just a spontaneous choice. Let’s see how it works out for me.

    Some information up-front before we get into things. I’ve played a few merging puzzle games before, most notably Merge Dragons. It helped me get some premium currency in Avengers Academy, and I found it amusing for a while. Eventually I hit the hard paywalls and just stopped playing. Not the worst thing I played for a leg-up in my stupid Marvel game, but also not something I was going to go far out on a limb for. Merge Mansion‘s ads certainly enticed me, but I quickly realized I was more interested in the ads than the game. So that is where I am at with this kind of game, and I apologize for fans of the genre if I don’t quite do things service here.

    Prince Edward is the young royal heir of a fictional kingdom, and he’s a narcissistic, lazy, obnoxious, spoiled little twit. For reasons I can’t possibly fathom, his parents decided it would be okay to leave the kingdom in his hands while they went on a trip. It doesn’t take long for things to go to heck, and in the wake of an argument with a mage the entire kingdom is destroyed. The job of putting things back in order thus falls to the person least qualified in the world to do it. He only cares about his own comfort and revenge, of course. But he isn’t going to be able to get what he wants without the help of others, and he’s not going to get that unless he starts being less of a royal pri…nce.

    That’s the story, and it pretty much progresses as you would expect. Edward gets to know the citizens of his kingdom, sees how hard they work, actually does some hard work himself, and eventually learns to stop being such a little jerk. Not a terribly original tale by any means, and Edward being the center of everything means you’re going to have to put up with his antics for a good long while. The story is broken down into chapters, and as you complete the various goals of each chapter you’ll get a bit of story doled out.

    I wish I could tell you the gameplay has some original elements to it, but that would be a fib and a half. Generally speaking, you’re looking to rebuild your kingdom. Building anything or upgrading anything requires money and materials, and you’ll acquire both of those by merging things on the merge board. Some buildings serve to produce generators, producing a new one as you exhaust the previous one in an utterly pointless mechanic that is clearly there for the game’s eventual move out of Apple Arcade and into the realm of free-to-play. Other generators can only be acquired by fulfilling requests, which only require things you can get via the basic generators.

    Some of your buildings will generate coins, but you’ll get the bulk of your money by completing standard requests. Those will eventually run out, but will refresh very quickly. The timers feel almost pointless since they’re really short. The more you play, the more generators you’ll have to deal with, leading to a much more cluttered board. Luckily, you can sell anything off the board whenever you like to make some room. You can also use some of the ultimate merged forms as tools in the kingdom building portion. Well, if you’ve played a game like this before you probably know how all of this goes. The more you play the more expensive everything gets, requiring you to grind on that board for a really long time to get anything done.

    That’s the one remaining bit of friction from what I’m sure is the original free-to-play design of this game. Everything else has been toned down, such as the timers and generator spawns, so you can pretty much just keep playing until you finish the game or get bored. The latter will likely strike before too long, because it really does start taking too much time to get anything done. There’s absolutely no strategy involved in the merging game since most of the generators are readily available and any space issues can easily be mitigated by selling off items on the board. The result is a game that is more like a boring storybook that requires you to write lines on the board between page turns.

    If you want to play a merging game in Apple Arcade, I’d recommend My Little Pony: Mane Merge over this one. It’s more interesting mechanically, the story bits are better, the characters are less annoying, and the presentation is a lot nicer. Kingdoms: Merge & Build is technically more interesting than, like, counting spots on the ceiling or twiddling your thumbs, but just barely. It comes off very much like a free-to-play game that has made a couple of tweaks to fit the Apple Arcade rules, and those changes end up squeezing out what little mechanical engagement the game likely had to offer. The story and characters don’t help matters, either. Just a dud all around.

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    Shaun Musgrave

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  • ‘Hello Kitty Island Adventure’ Apple Arcade Review – How Is This So Good? – TouchArcade

    ‘Hello Kitty Island Adventure’ Apple Arcade Review – How Is This So Good? – TouchArcade

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    What a journey this one is. A title first dropped as a joke in South Park to make Butters look uncool becomes an Apple Arcade game and somehow against all odds is actually fantastic. Hello Kitty Island Adventure () might look like Animal Crossing in screenshots, but that’s really just one facet of the game. There’s a bit of The Legend of Zelda in here, and it even reminded me of A Short Hike at times. How is a game based on Sanrio characters as clever and fun as this? Really a well-done effort all-around. Let’s look at exactly what it is.

    The first thing you’re presented with is a fairly limited character creator, after which you will find yourself on a plane with various Sanrio characters. You have the chance to talk to everyone, after which Kitty causes a mess, Badtz-maru drops a movie reference that everyone who has played this game has taken a screenshot of, and everyone is forced to parachute down to the island below. It once played host to a theme park, and you’re all there to… you know, I don’t remember? Visit it? Get it up and running again? The important thing is that it’s a pretty big area and not all of the passengers landed in the same place. Most of you luckily ended up in a central seaside area that is perfect for learning how to play the game. What luck!

    The various characters will give you quests to complete. Some of them are fetch quests. Lots of them are, really. Completing them will of course give you some rewards, and might increase your friendship level with that character. Leveling up your friendships will give you access to more quests and more rewards, some of which are tools you can use to explore more of the world around you. You can actually explore a surprisingly large area from the start, but your inability to swim will keep you from going too far. Eventually you’ll get items that allow you explore more thoroughly, and the world opens up to a shockingly big degree. There are some overarching goals that you’ll stumble upon before long, plus tons of smaller ones that may or may not lead to something important. There is also an absolute bucket load of side activities to do like fishing and bug collecting. There are even little mini-races that award you with trophies of various levels based on your time.

    You’ll also sometimes find yourself exploring underground, in buildings, and around other structures. There are honest-to-goodness puzzles in these places, often variations on switch problems but often something else entirely. It’s never excessively difficult, likely in deference to the idea that young kids might be playing, but some of them do require a bit of creative thought. Speaking of difficulty, there’s no real way to get hurt or die in the game. At most, you can end up falling off the screen or into the water before you have the right items, at which point you’ll just respawn at the last safe place your feet were touching.

    It’s interesting because while there is a lot of Animal Crossing in this game, there’s also a lot more structure to send you off on linear threads if that’s what you want. Go solve the mysteries of the islands and track down the other characters. Get all of the tools so you can explore fully. Or just hang around and try to bake every single thing possible. Go fishing for a bit. Decorate houses with furniture that you buy, find, or craft. Invite guests and complete the quests they issue. Design some new threads for your character. Wear silly costumes. Take selfies with all of the hidden Gudetamas. See if you can improve your island’s Vibe score. It’s amazing how much this game checks off the life simulation boxes while also giving you more traditional gamey bits like exploration and puzzle-solving.

    The controls are very simple, with a virtual stick for moving your character around and a few buttons on the other side for using your collected tools or talking to people. Pressing on the right side anywhere but the button spaces makes you jump, and you can press it again to float with your balloons. The platforming is a bit clunky at times and you can easily get stuck in places, but the game will always get you out of any messes you get into. Various menus allow you to change your tools or check your items, and a robust map and quest log ensure you’re never stranded about what to do. You can also easily see how much of each collection you’ve finished.

    Simply put, Hello Kitty Island Adventure is a game you can really get stuck into for hours. I ran down my battery practically without noticing the time go by on multiple occasions while playing the game for this review. I was expecting a simple Animal Crossing clone because that is really all it had to be. You don’t have to flex that hard when you’re using characters as familiar as Kitty and My Melody, after all. It’s just a game for little kids, right? But developer Sunblink went and made a game that I think just about anyone can enjoy, regardless of age or familiarity with games. I also appreciate how cleverly written it is. That is one of the secret strengths of Animal Crossing that so many of the games inspired by it don’t get right.

    Apart from some weirdness with the platforming and clipping, the only real knock I have on this game is that the multiplayer didn’t work properly for me during the whole time I was playing the game. I bet it would be fun, but for now it just doesn’t seem to connect. I’ve been informed the developer is working on a fix, but right now it is what it is. Luckily the game is immensely enjoyable in single player, so it’s not going to hurt things too badly.

    I can’t believe I’m saying this, but I think Hello Kitty Island Adventure is one of my favorite mobile games of this year so far. It’s so much more than I expected it to be, so much more than it needed to be, and I genuinely appreciate just how compelling it is from head to toe. I’ve been vocal amongst my peers about how Apple Arcade needs more reasons to subscribe these days. Well, here’s one extremely good reason. Butters was right the whole time.

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    Shaun Musgrave

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  • ‘Stakes Winner 2 ACA NEOGEO’ Review – Getting Back On the Horse – TouchArcade

    ‘Stakes Winner 2 ACA NEOGEO’ Review – Getting Back On the Horse – TouchArcade

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    A few months back, Hamster and SNK released Stakes Winner in the ACA NEOGEO mobile line. As I am wont to, I reviewed it and found it to be a really enjoyable and unique game that fit the needs of mobile gaming quite well. Well, now we have Stakes Winner 2 ($3.99). What are the differences? Is it better? Worse? Will it pull ahead by a nose, or is it just another old nag? I’m trying to write like an old GamePro writer. Do you like it? Probably not. Look, I’ve done so many of these games, it’s getting hard to write an introduction paragraph. The main thing is that we’ve got the follow-up to a game that surprised me in a pleasant way, and it’s time to see if this one can do the same.

    Stakes Winner 2 was a relatively swift sequel, as these things go. The first game was an immediate hit in Japan when it hit in late 1995, and SNK wasn’t going to rest on its laurels. Developer Saurus was tapped to make another game in the series, and it wouldn’t be the last time it would have to take on this task. It would, however, be the last time Saurus would do so on the NEOGEO hardware. Given the quick development cycle of just one year, you can probably imagine that the game doesn’t exactly reinvent the wheel. In a lot of ways, it feels very similar to the first game. Not necessarily a bad thing, but something to keep in mind.

    That means the racing action is going to be familiar if you followed my advice and played the first game. You’ll have to manage your stamina as you make your way around each track. grab useful items, and try not to run into any of the other horses while doing so. There’s a new Burst move you can use once per race in the final sprint and it can be the difference between victory and defeat. Each horse now has a stat for this ability, so you’ll want to consider that when picking between the now dozen-strong roster. Jockeys now have some special moves of their own, busted out with fighting game-style commands, and this adds yet another layer of strategy to each race. The races are faster and even more fun than before, and while I will once again bang my drum that this game is super-fun with another player, it’s good enough to enjoy even if you’re riding solo.

    Those new jockey moves come courtesy of the Jockey Training selection between races, a new feature added to the game. Pay a big chunk of money, get a slick move. You can also pick these moves up if you manage to beat a Rival when they challenge you. As before, you can also train your horse in a minigame between races to get some permanent upgrades to their stats, an essential part of keeping pace with the pack as you go deeper and deeper into the career mode. You’ll also find yet another new addition between races in the form of a special shop. You can spend your hard-earned money here to buy items you can use in the next race. So here again we see the basic foundation of the first game left intact but with new things built on to add some complexity and strategy to the proceedings.

    One more cool thing is that you can now choose between two… what are they called? Derbies? Well, you can pick between Europe or America this time, which means you’ve got two completely different modes to clear in story mode, each with their own tracks. Given that you will likely be playing this mobile version of the game in single-player, that kind of extra content is extremely meaningful. All the new ways to spend money add another consideration to your gameplay choices, because your final winnings is your score. If you spent more along the way, your score will be lower. To push your score higher, you have to rely less on the various helpers the game offers. In this ACA NEOGEO version, it’s even more important since you’ll be posting that score to the leaderboards to compete with other players.

    Look, I’ll wear it proudly: I love Stakes Winner and I love its sequel even more. I didn’t think I would, but after giving them a fair shake I think these are some of my favorite non-fighters on the NEOGEO. The second game is one of the deeper single-player experiences available on the platform, as far as I’m concerned. I know this kind of game is odd for Western tastes, but if you’re patient with it and take it on its own terms, I think you’ll love it too. As a game, Stakes Winner 2 is excellent.

    How is it as a mobile experience, though? Well, as mentioned you aren’t going to get to play the fun multiplayer mode unless you have external controllers and a desire to huddle around your mobile device. I think it’s wonderful even as a single-player experience, so it can survive that loss. As for the controls, I do have to admit that pulling off the special moves is a bit trickier than I’d like on the virtual stick. It’s a bit better to play on an external controller if you have one, but I’d say it’s still mostly fine on touch controls. Just be aware this is a more complex game than the first one and that means the controls have more to deal with.

    The extra ACA NEOGEO modes are here, and the Score Attack mode is a great challenge. The Caravan mode doesn’t do much for me on this game, but you can’t win them all. The usual options are available, so you can tweak game settings, controls, and so on as you like. Hamster’s emulation is as on-point as ever, so the game looks, sounds, and plays just the way it should. I’d like to do my usual whinge about not having internet or wireless multiplayer, but I acknowledge that some of these games are so niche that I should be happy we’re getting them at all.

    If you liked Stakes Winner, you’ll love Stakes Winner 2. While the core of the game remains the same and the overall presentation hasn’t changed a great deal, the additions to the single-player mode significantly enhance the overall experience. It’s a zippier game, a more strategic game, and just a better experience on the whole. There aren’t many games like this out there, especially in English, and I think those who are willing to take the gamble on something unusual will find themselves rewarded for their courage.

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    Shaun Musgrave

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  • ‘Teeny Tiny Town’ Review – A Masterful Mellow Merging Puzzler – TouchArcade

    ‘Teeny Tiny Town’ Review – A Masterful Mellow Merging Puzzler – TouchArcade

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    Sticking a thing together with another thing to make a thing is probably the game concept of the 21st century. From the rudimentary crafting systems in Level-5’s RPGs to the “oh no this is going to take over my life” infinite LEGO-style possibilities of Minecraft all the way up to weird mysterious grandmothers in Merge Mansion, the choice of the modern age is merging stuff. Even Link is in on it these days. Teeny Tiny Town (Free) is an interesting game, embracing the modern need to smack objects together until they inexplicably make a totally different thing while adding its own smart tweaks to the concept. I like it a lot, and I’m going to tell you why. That’s what we do here.

    While I assume some of the people reading this are familiar with the basic mechanics at play here via other games like Merge Dragons, Merge Magic, Merge Mansion, Merge Nina Tucker, and so on, I’ll go ahead and explain things for those who aren’t. You’ve got a map divided into squares. The number of squares you get depends on the map you’ve picked, but the squares are finite. Each turn you’re given an object of some kind to place. If you place three or more of the same object in adjacent square (cardinally, no diagonals allowed), they’ll merge into a single higher level object. Those higher level objects can be merged into even nicer things, and so on. Of course, the more of these high level objects you have on your field, the longer it takes to make matches for them, and you only have so much space to work with. If you run out of empty squares, that’s the game.

    It’s a reliable template, because it allows for a lot of errors early on but becomes increasingly strategic the longer a game goes on. Players who just want to mess around don’t feel cheated, but the skill ceiling is extremely high. When you make a mistake, it’s usually clear what you could have done differently. This makes you want to try again, vowing not to make the same mistake twice. You will make the same mistake twice, thrice, and more, but the feeling is what is important here. The only real problem with this set-up is that a lot of players will eventually hit a plateau that they can’t quite break out of unless they get some lucky pulls with the piece distributions.

    This is where I think Teeny Tiny Town breaks away from the pack. Not in the cleverest ways, but in ways that work. And that is what matters, isn’t it? There are a few mechanisms in place here to help you break through those plateaus and keep enjoying the game. First, you have a hold box. Two, if you buy the IAP. That allows you to take the current piece in play and shove it into storage for use at your leisure, skipping to the next piece. This is something Tetris and other falling block puzzlers incorporated somewhere along the line to help mitigate the effects of a particularly unlucky distribution of pieces and give the player at least the smallest bit of agency. I haven’t really seen it in this kind of game before, and I think it’s a terrific addition.

    Next, you’ve got something a bit more usual but still welcome. There are a pair of useful power-ups that you can deploy in emergencies. First is the Swap, which allows you to… I mean, you can swap two pieces on the map. I probably don’t need to explain that. And I suppose I don’t need to explain the Bulldoze, which just outright removes a piece. I just did explain it, though. These power-ups are extremely limited, and are typically only offered to you when you reach one of the goals the game lays out for you. It generally takes longer and longer to achieve those goals as you play, so you really can’t rely on these items in any real sense. They’re your last resort, but again work to help you out of corners you’ve backed yourself into. Of course, if you want them, you have to forego taking the gold instead.

    Gold! I like this one. As you build houses, create treasures, and achieve goals, you get gold. Like in the real world, you can’t take it with you. Use it or lose it. And what can you use it on? Well, at any point you are free to pop into the shop where you can exchange those coins for a piece of your choice. The exact selection depends on how long you’ve been playing this particular round, and the prices go up on pieces the more frequently you buy them. Broadly speaking you will be able to make use of this option a lot more often than the power-up items, and they can really help you get out of the smaller binds you’ll find yourself in. At the same time, if you abuse them you’ll quickly find yourself broke and pantsless. Again.

    Playing the game and completing goals will earn you an extra currency, and I can’t remember the name of it so let’s call them crystals. Or blueberries. I don’t know. But this currency can be used for two purposes. First, you can use it to unlock new maps. The game includes several maps, with each one adding new twists to the challenge. You can just pay cash money to unlock all of them along with some other perks, and I recommend you do that because the game feels built around plunking down those few bucks. You don’t need to, of course. The game is amusing enough even if you don’t. Maybe you like the grind. But the other thing you can use blueberry crystals for is to buy some starting perks, which is the last piece in the luck mitigation puzzle. If you’ve bought the unlock IAP, it’s really all you can use this currency for. You might as well make use of it.

    Now, even with all of these mechanisms you will eventually fail. It’s how the game works, after all. But I think they work well to make the game feel more strategic and less about getting some blessings from the RNG gods. That’s a good thing, because this isn’t one of those games that is trying to shake you down endlessly for money. It needs to engage the player in a different way, and it certainly does. At first I was playing it like a usual merging game and tried to avoid reaching for the assists. I couldn’t precisely understand why Jared was so infatuated with it. But I let myself start playing the game the way it wants to be played, and that’s when it really started to shine. Here was the difference. More choices. More options to bail myself out when I act like the careless idiot I often am. Longer, richer gaming sessions. Quite nice.

    You know what else is quite nice? How this game looks and sounds. It wants you to relax, and it does everything it can to build that mood. The visuals are pleasing to the eye, and it’s exciting to see what new things will be created from the various merges. The sound effects and ambient audio are lovely. I’ve been talking about Teeny Tiny Town in a bit of a clinical way, because that is just what struck me as I sat down to write this review, but it’s really a nice piece of art too. I’m not trying to ignore the aesthetics by any means. They’re well-done. Your eyes and ears will be happy.

    Let’s talk about how the monetization works, because that’s a talk we always have to have about mobile games. It’s free! Wow, free is nice. But it’s not really free. You’ll have a limited number of turns unless you pay a buck-thirty. You’ll only have one hold slot, unless you pay another buck-thirty. And if you don’t want to grind out the blueberry crystals for the rest of the maps, that’s another buck-thirty. Or you can pay three bucks and you get everything properly unlocked. That’s what you want to do. The three bucks thing. It’s three lousy bucks. You won’t regret it.

    Bringing things to a close, Teeny Tiny Town is not a wildly innovative game in the broad strokes, but the fact that it builds on the familiar is part of what makes it work so well. You probably already know how it works, and that knowledge base is exactly what makes it so freeing when you see what it’s doing differently from the usual game of this sort. This is a very smartly designed game, and I really appreciate that. It also doesn’t hurt that it has a keen art style and some genuinely chill audio. A winning package all around, and if you have even the smallest love for puzzle games, I think it’s a must-play.

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    Shaun Musgrave

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  • ‘Jet Dragon’ Apple Arcade Review – Let’s Go Out to the Dragon Races – TouchArcade

    ‘Jet Dragon’ Apple Arcade Review – Let’s Go Out to the Dragon Races – TouchArcade

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    I noticed that when news about Jet Dragon () started popping up, its developer Grezzo was mentioned as having worked on things like The Legend of Zelda: Ocarina of Time 3D and the remake of The Legend of Zelda: Link’s Awakening on the Switch. Which, hey, they did. But I think that to properly understand Jet Dragon, it’s more instructive to look at some of the original games made by Grezzo; games like Ever Oasis and Line Attack Heroes. Because like those games, while Jet Dragon is a pretty cool game, it takes more than a little patience to bring out its finer qualities.

    I’ll cut to the chase. Jet Dragon is a horse racing simulator, more or less. You might look at the screenshots and think you’re in for some thrilling aerial races, but let me assure you that the racing in this game is patterned after the usual horse racing games that were really popular in Japan back in the day. Your main job while racing is to tap the screen to make your dragon boost. This uses some of their stamina, and if you’re out of stamina you won’t be able to boost anymore until you replenish it by passing through rings along the course. Frankly, you’ve either got the stats to win or you don’t, but knowing when to boost and when to chill is also of some importance. You can also use abilities if your dragon has them and you’ve got the stamina, though again they’re a matter of knowing when to use them to maximize their value.

    So yes, mainly about those stats. Your dragon and rider have levels and stats, and you’re going to have to increase those stats if you want to compete. Participating in races will help them level up, but you can also do training and make use of facilities to increase some stats. Training raises fatigue and consumes your money, so there’s a limit to how much you can do at a time. Time, money, fatigue. I’m not explaining things well, am I? I have a feeling the Monster Rancher fans out there are picking up on it, but I suppose I should come at this from a different angle for the rest of you.

    Alright, so Jet Dragon. It’s about dragon racing, but your job is mainly managing a dragon racing team. You start with basic facilities, one rider, and one dragon. By the time you’re out of the tutorial you’ll have another rider and dragon. The game generally follows a calendar of events, and you can choose how you want to spend each week on it. Upkeep costs money, and so does entering races. That means you have to actually get off your duff and win some races or else you’ll end up living in a cardboard box or something, and a dragon is definitely not going to fit in there. As you win races, you’ll gain sponsors and fans, bringing in more resources and unlocking other features. The story, such as it is, will also unfurl.

    Outside of the racing, the main challenge comes from managing your finances. Of course it would be great to train a bunch between every race, but that costs money. Upgrading your facilities is of great benefit in the long term, but it costs money now. Expanding your team is awesome, but it also costs more money. Money, money, money is all you need. And the only real way you’ll earn it is by racing, because even sponsors aren’t going to throw their money at you for leaning on a fence post. Every new feature that opens up presents a new way to spend money, so you have to keep it coming in.

    As mentioned earlier, your racing performance is largely dependent on your stats. Your actual input during race could best be seen as intervention at key moments. You won’t be doing any steering, just deciding when you want to expend stamina on boosting or using your abilities. Training will raise those stats, to a point. But the effectiveness of training depends on the mood of the dragon and/or rider, and also on how tired they are. A refreshed, perky dragon has a higher chance of seeing better gains from the training sessions, and since they cost money you’ll want to get the most out of them.

    Still, even leveling up and training can only take a dragon so far. They will eventually hit their limits, and at that point you’ll want to look into breeding. Breeding your dragons is a nice way of getting a new steed that has higher potential and better abilities, and it’s a key tool in your box for keeping those wins rolling in. Indeed, it’s the only way you’ll be able to stay competitive because Jet Dragon really doesn’t pull its punches when it’s time to race. If you haven’t been doing things right on the management side, it won’t take long before you’re eating dragon dust.

    There’s a lot of depth here waiting to be discovered, and Grezzo has clearly done its homework again when it comes to making a game with upfront charms and a surprising amount of complexity hiding behind the veneer. It’s very well-made for what it is, and if you’ve ever enjoyed a horse racing sim or Monster Rancher game, I think you’ll find a lot to like in Jet Dragon. The striking visuals certainly help with the initial attraction. One happy side effect of not needing to be quite so hands-on during races is that you can enjoy the sights of each track. It’s not going to knock you out of your seat or anything, but riding a dragon through pretty locations is a no-lose proposition as far as I’m concerned.

    Jet Dragon isn’t going to be for everyone, but those with an open mind and a love of simulation games will likely be pleasantly surprised with what they find here. Those looking for a slick dragon racing game with dragon drifting and such are going to be less pleased, since that aspect of the game aims more at the strategic than the action-packed. If you’re looking for something different that has a lot of meat on its bones and you have an Apple Arcade subscription, I recommend giving this a look.

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    Shaun Musgrave

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  • ‘Zoo Park Story’ Review – Monkey Business, Kairosoft Style – TouchArcade

    ‘Zoo Park Story’ Review – Monkey Business, Kairosoft Style – TouchArcade

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    It’s been a while since I reviewed a Kairosoft game. I think, perhaps, the last one was Legends of Heropolis, which was seven years ago. At that time, I felt like the prolific sim publisher’s games were just too similar to one another, and it seemed as though it was headed down the treacherous path of free-to-play monetization. So I stopped. But Kairosoft sure didn’t, and as luck would have it the games more or less kept on going with the tried-and-true paid model. I decided to check back in with its latest release, Zoo Park Story ($5.99) to see what has, or hasn’t, changed.

    Let’s start with the premise. You’re the proud owner of a brand-new zoo. It’s not much of a zoo, mind you. You’ve got a hamster and a capybara. There’s also a bench, some vending machines, and a tree or two. It feels like perhaps you should have been a bit more prepared before opening your doors, but here we are. Hamster. Capybara. Vending machines. Bench. Let’s go. You wouldn’t think anyone would come to such a zoo, but people do. Your goal is to grow your zoo into something worthy of the name, filling your pockets with cash along the way. As you build, your zoo will earn stars towards a ranking. Your aim is reach five (and beyond), a job that will require you to check off a bunch of missions. Add more animals. Roll those campaigns. Earn those social media likes. Get. Paid.

    I’ll be direct here: not much seems to have changed in Kairosoft’s world. And I suppose if it isn’t broken, why risk trying to fix it? Zoo Park Story could have come out seven years ago and it wouldn’t have seemed out of place in their line-up at the time. The visuals and sounds are similar, the UI is similar, and that familiar difficulty curve is here. A little slow, straightforward, and slightly challenging in the beginning, then you reach a certain point and the scales tip, giving you a comfortable cruise to the end of the game. You can actually mess things up in this one, which I suppose is new. But most likely, you won’t.

    There’s actually a little bit more going on in this one that initially meets the eye. Obviously the main thing you want to do is add more animals to your park. A few of them will just roll in of their own volition, but most of them will be acquired the other two ways. First, you can just buy them from the Animal Hub. This will require you to either exchange items or Animal Points. The other way is by finding them and befriending them on expeditions. You’ll have to negotiate with them to befriend them, which involves tossing money, Animal Points, or higher regular food expenses. The latter is one way you can mess things up, by the way. Don’t throw your whole budget at a duck, is all I’m saying. Generally speaking, the more impressive the animal is, the more it’s going to cost you to keep.

    Items! You can buy them with money, you can find them on expeditions, and people visiting the park will give you some now and then. In addition to using them to pick up animals in the Animal Hub, you can use them directly on the animals to improve their stats. The more friendliness they have, the more likes they’ll get on social media and the more customers they’ll attract. Upping their stats and improving their environment with decorations can also earn you more Animal Points now and then. Every animal has their likes and dislikes, and the boosts they’ll get vary based on that. Once you get more than one of each animal type you can merge their pens, and if they are of different genders there is a chance they will reproduce. As their friendliness increases, they’ll be able to interact with customers in new ways.

    Aside from all of this, you can also run campaigns to attract visitors, add the occasional facility, and try to improve your zoo’s rank. You do that by completing specific missions, and they’re more or less things that will happen naturally as you play. At the end of each year, you’ll get a summary from a weird chimpanzee king and he’ll give you some other points you can exchange with him for various rewards. Compared to earlier games, Zoo Park Story feels like makes simple things unnecessarily complicated. There isn’t much depth here, and the pace can be really sluggish. All these extra currencies and mechanics do is make those basic tasks more convoluted.

    I’m not sure if I just picked a bad one to jump in on or not, but Zoo Park Story just doesn’t click for me the way some of the older Kairosoft games did. Filling out the park just didn’t feel satisfying. My zoo didn’t feel like a proper zoo, and I felt like it was too penalizing to have the cool animals filling out the park. The road to success seemed to just involve jamming as many items as possible down the throats of the cheapest animals I could find. The game just didn’t expand out in as enjoyable a way as I hoped. The Kairosoft charm keeps things from being unpleasant, but this was probably as close to tedious as it gets for this kind of template.

    No experiment should end after a single trial. I’ll probably look into the next couple of releases from Kairosoft before wandering off again, but I can at least say with some confidence that Zoo Park Story hasn’t made me rethink why I stopped reviewing this publisher’s games. It’s okay. If it was your first Kairosoft game, you would probably have a blast. But I feel like this concept could have made for a far better game than what we got here.

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    Shaun Musgrave

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  • Echo Healthcare Releases New Immersive Studio Software

    Echo Healthcare Releases New Immersive Studio Software

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    Immersive Interactive provides virtual learning spaces that are fully interactive and multisensory, engaging learners through sight, sound and touch – allowing for interactive learning throughout healthcare, education and all industry sectors.

    Press Release


    Nov 7, 2022 10:00 EST

    Echo Healthcare, Inc., a global leader in high-reality simulation and a worldwide leader in immersive spaces and educational software, announced today the release of their newest software platform operating their Immersive Interactive technology, Immersive Studio. With the release of this new software, Echo Healthcare continues to be on the forefront, providing the most realistic and limitless virtual spaces for all industries.

    Echo Healthcare‘s Immersive Interactive system provides virtual learning spaces that are fully interactive and multisensory, engaging learners through sight, sound and touch. It provides high-quality projections that allow learners to feel like they are in that exact environment. With the use of high-quality speakers, relevant sounds can be heard during their training, providing further stressors and truly engaging the learners. Educators no longer have to suspend disbelief and can now put their learners through any training exercise in any environment, all from a single room or multiple rooms. Immersive Interactive’s user-friendly, cloud-based software operates off of a tablet, allowing faculty and educators to easily control and change the learning environment with a few clicks.

    The release of the Immersive Studio software allows users the ability to create their own content and share content amongst a wide variety of user groups. The system comes pre-loaded with thousands of backgrounds, exercises and scenes available to all users. And with Immersive Studio, users will now receive a 360-degree camera they can use to easily record and upload their own local content in a cloud-based environment from anywhere. This added functionality allows learners to be able to train in engaging immersive spaces that mimic their local roads, nursing homes, shopping plazas, classrooms and military training environments – it’s truly limitless.

    “We are so excited for Immersive Studio to be rolled out. It further enhances the Immersive Interactive system and allows users to truly tailor all aspects of the immersive space(s) to their local environment. Users will have the ability to collaborate and gain access to a worldwide community of like-minded experts. It also allows faculty and educators to mimic training environments that their leaners will be subjected to and takes interprofessional education and training to the next level,” says Kevin King, CEO of Echo Healthcare.

    Founded in 2012 and acquired by Echo Healthcare in 2022, Immersive Interactive continues to partner with leading healthcare simulation, educational institutions and various industry sectors to deliver the most effective immersive experiences. With over 400 installations worldwide, Immersive Interactive remains at the forefront as a global leader and provider of interactive classrooms and virtual simulation spaces. Echo Healthcare is a worldwide leader offering a diverse product line consisting of realistic medical training manikins and monitoring equipment, immersive virtual spaces and an entire portfolio geared towards enhancing realism in patient simulation.

    Source: Echo Healthcare

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  • Startup Phenomena Launches a New Destination for Experiential Learning

    Startup Phenomena Launches a New Destination for Experiential Learning

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    MIT alums create an engaging digital space where students learn by seeing and doing.

    Press Release


    Sep 14, 2022

    Phenomena, an early-stage edtech startup founded by three MIT graduates, announced the launch of its new creator-driven platform for experiential STEM learning. 

    Founder & CEO Jared Schiffman said, “This is the first edtech platform for digital natives by digital natives,” referring to Phenomena’s unique creator-driven approach. “It’s a space where the mind’s eye meets the creator’s hand – where students learn by exploring and experimenting with dynamic interactive experiences.”

    To engage today’s students, Schiffman believes you need to meet them where they are. Visual communication is the baseline for digitally native students who consume gigabytes of visual media every day. “Our visual, interactive approach serves two learning goals – it engages a wide range of students and it successfully conveys concepts that otherwise seem out of reach.”

    Phenomena is realizing this solution with its collection of bite-sized STEM learning experiences designed by creators and ready for use by students and teachers. Teachers can use the experiences as a “do now” to start class, as a demonstration or to bring textbook readings to life. Presently the collection contains nearly 100 experiences across math, physics, chemistry, biology and even music. As more creators join Phenomena, the collection’s depth and breadth will continue to grow.

    “Phenomena is a marketplace for digital learning experiences. Ultimately, for each concept, there will be a plethora of experiences made by different creators with distinct perspectives, and the best ones will rise to the top,” says Schiffman. “And unlike iOS or Android apps, which take weeks or months to build, these experiences can be created in a day or two with the Phenomena Creator Tool.”

    The Phenomena Creator Tool is an intuitive, browser-based design and coding space that enables anyone to quickly and easily create engaging, interactive experiences. Publishing is done with a single click after experiences are thoroughly vetted by Phenomena. The Creator Tool opens the gates to a broad range of creators, enabling a diversity of STEM experiences for the diversity of STEM learners.

    See all of Phenomena’s experiences launching today at phenomena.app. Educators can share experiences with students by creating a free teacher account. Those interested in becoming creators can contact Phenomena through the website.

    ——-

    About Phenomena

    Founded in 2021, Phenomena is a destination for digital learning experiences built by a diverse community of creators. We believe dynamic STEM concepts are best conveyed through dynamic digital experiences. Phenomena experiences build intuition, simplify complex ideas, and nurture hands-on, interactive learning. At Phenomena, our mission is to make STEM engaging and accessible for all students. We aim to foster achievement for all students, because every student is deserving of success.

    Visit phenomena.app, or follow us on Facebook, Twitter @PhenomenaLearn, Instagram @phenomena.learning, LinkedIn or Medium to learn more.

    ——-

    Media Inquiries

    Jared Schiffman: People@phenomenalearning.com

    Source: Phenomena

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  • Kronos Fusion Energy Recognizes Mankind’s Path to Becoming an Interplanetary Species

    Kronos Fusion Energy Recognizes Mankind’s Path to Becoming an Interplanetary Species

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    Press Release


    Mar 22, 2022

    The sun, like all known stars, is in essence, a giant mass of hot gas, mainly hydrogen and helium. The temperature and pressure in its core are so high that nuclear fusion occurs, producing plasma that releases huge amounts of energy. The outward pressure of this plasma is balanced by the inward pull of gravity, leaving the star in hydrostatic equilibrium – producing virtually unimaginable amounts of clean, stable energy, for billions of years. This science is part of the core that drives Kronos Fusion Energy.

    Recreating these conditions within a fusion generator has been the subject of 60 years of research around the world. This research is now on the cusp of realizing viable, powerful, and clean energy that enables the efficient delivery of personnel, material, and energy systems to future colonies. This technology is reaching maturation just as a new dawn of space exploration is emerging – as stated in the March 17, 2022, Summit by the White House Office of Science and Technology Policy, “The time for fusion energy is now.”

    Thought leaders from Stephen Hawking to Elon Musk agree that the future of mankind lies in our ability to become a multi-planetary species. Their rationale states that, so long as humanity has all its eggs in one basket – or all its people on one planet – there will always be the risk of an extinction-level event. In fact, if history is our guide, this risk becomes a near inevitability.

    The only true way to mitigate this risk is through our ability to establish settlements on other planets, and fusion energy holds the key to making this a reality.

    In 1620, the privately funded Mayflower and her civilian pilgrims, not a government-led mission, paved the way for the creation of what today is called America. Four hundred years later, the first privately funded and operated space flights carried civilian passengers into space, bringing into global focus the continued relevance of the role that private industry must play in future space programs and planetary colonization efforts. Kronos Fusion Energy Incorporated (KFEI) is at the forefront of these efforts, as demonstrated by its commitment to establishing the National Fusion Energy Space Center.

    Priyanca Ford, Founder of KFEI, affirmed this aim: “Kronos Fusion Energy has spent the last seven years developing and refining algorithms and simulations that allow us to bring fusion energy out of the lab and into the space programs of tomorrow. This exciting technology transforms space travel, providing for rapid and agile spacecraft, capable of carrying substantial payloads and delivering vast amounts of electrical power in a compact device – essential to reaching, establishing, and sustaining life on future planetary colonies.”  

    For more information:

    Press Contact – Erin Pendleton – pr@kronosfusionenergy.com

    Source: Kronos Fusion Energy

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  • ATP Flight School Purchases 20 Flight Simulators (AATDs) From Frasca to Support Airline Pilot Training

    ATP Flight School Purchases 20 Flight Simulators (AATDs) From Frasca to Support Airline Pilot Training

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    Press Release


    Mar 14, 2022

    ATP Flight School has announced the purchase of 20 Flight Simulators, specifically Advanced Aircraft Training Devices (AATDs), from Frasca Flight Simulation. Carrying a list price of six million dollars, the FAA-approved AATDs will be used exclusively in ATP’s Airline Career Pilot Program to train the next generation of airline pilots. 

    ATP pioneered accelerated airline pilot training in 1984 and, since then, has continued investing in new technology to lead industry performance and provide efficient training that develops professional airline pilots. The purchase of 20 simulators from Frasca represents the next evolution of that mission, as ATP expands its fleet of simulators, making it possible to introduce students to foundational skills in a safe and controlled environment. This airline-oriented approach increases proficiency and maximizes the time spent learning in the aircraft. 

    Each device features an accurate physical representation of either a Piper Archer or Cessna Skyhawk flight deck, with 220° wrap-around visuals surrounding the student. Inside, actual Garmin G1000 avionics mirror the identically equipped Archers and Skyhawks in ATP’s fleet, including the 40-plus new aircraft ATP has on order. Active control loading is paired with modeled flight data to replicate the aerodynamics and control feedback of the actual aircraft. This industry-leading fidelity and realism allow for a more impactful transfer of learning and skill from the simulator to the airplane, increasing the effectiveness of training.

    “Key to providing the most efficient path to a successful airline pilot career is investing in new technologies and resources that allow ATP students to train more effectively and safely,” said Michael Arnold, Director of Marketing, ATP Flight School. “Investing in these state-of-art AATDs increases safety during the initial stages of training and will allow students to gain proficiency in fundamental skills on the ground to maximize their time in the air.”

    “Frasca and ATP have been partners for many years. These 20 new Frasca FTD’s for the C172 and Archer will support ATP’s training programs with the most technically advanced and realistic flight simulation available. This will ensure a maximum transfer of learning and contribute to increased safety,” stated John Frasca, President of Frasca International, Inc.

    ATP operates 450 aircraft and 130 simulators across 70 locations, including an existing fleet of Level 5 and 6 flight training devices. Deliveries of the new Frasca simulators will begin at the end of the second quarter and continue through year-end.

    About ATP Flight School
    ATP is the nation’s largest flight school, providing students with the most efficient path to a successful airline pilot career. For over 35 years, ATP has been the leader in professional flight training and supplying pilots to airlines. atpflightschool.com 

    Media Contact
    Michael Arnold
    Director of Marketing 
    ATP Flight School
    904-595-7950
    pr@atpflightschool.com

    Source: ATP Flight School

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