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Life’s A Meatball Quest Guide in Disney Dreamlight Valley

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Life’s A Meatball Quest Guide in Disney Dreamlight Valley


Life’s a Meatball is a Friendship quest for Lady in Disney Dreamlight Valley. It is the second quest in a series to complete the memory and unlock Pluto. This quest becomes available after completing the Spaghetti Incident quest, in which you will reveal the first part of the memory. The spaghetti storm is on the rise again, and you must search the villagers’ houses for Magical Meatballs. In this guide, we will walk you through the Life’s a Meatball quest in Disney Dreamlight Valley.

Life’s A Meatball Quest Walkthrough – Disney Dreamlight Valley

Starting the Quest

To start the “Life’s A (Meat)Ball” quest, you must read Merlin’s “Our Spaghetti Suspicions Thicken!” letter in the mailbox. You will receive this letter once you have unlocked the Lady and Tramp characters and completed the Spaghetti Incident quest. After reading the letter, head to Lady and Tramp’s house to pursue the quest.

Talk to Lady and Gather the Magical Meatballs

Speak with Lady inside Lady and Tramp’s House about the rising spaghetti storm. Once done, you need to dig out the big meatball inside her house. Use the shovel to remove the meatball and pick up the pieces. After that, show the magical meatball pieces to Lady.

Clear Ursula’s House from Magical Meatballs

Lady will mention that she smells more meatballs inside Ursula’s House. Go to Ursula’s House and dig out all the Magical Meatballs inside. Pick up the pieces from every meatball and bring them to Lady.

Clear Goofy’s House from Magical Meatballs

There are more magical meatballs inside other villagers’ homes. Go to Goofy’s House to look for the meatballs. Once there, equip the shovel and remove all the meatballs. After that, pick up all the pieces of magical meatballs and bring them to Lady.

Clear Mickey’s House from Magical Meatballs

It seems like there are some magical meatballs inside Mickey’s House. Go to Mickey’s House to find the meatballs. Equip the shovel and use it to remove the meatballs. Once done, pick up all the pieces and bring them to Lady.

Inspect the Memory

As you bring the final pieces of magical meatballs to Lady, a memory will drop. Pick up the memory to inspect the second part of the memory. Once done, speak with Lady to conclude the quest.

Rewards

Completing the Life’s A Meatball quest in Disney Dreamlight Valley will reward you with a Giant Meatball (furniture item).



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Hex Park – A Colourful Twist On Classic Puzzle Design | TheXboxHub

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Hex Park – A Colourful Twist On Classic Puzzle Design | TheXboxHub


A screenshot from Level 4 of Hex Park on Xbox, showing the moves needed to complete the level

If you’re looking for a puzzle game that focuses on thoughtful planning rather than fast reactions, Hex Park might be worth a wander.

Now available on Xbox One and Xbox Series X|S for £3.29, this vibrant hex-grid puzzler invites players into a relaxing but cleverly designed playground of logic-based challenges.

Built around simple mechanics that grow increasingly complex, Hex Park delivers that satisfying “just one more level” feeling as you rotate arrow tiles, align paths, and clear boards with maximum efficiency.

At A Glance

Game: Hex Park

Developer: Webnetic

Publisher: Webnetic

Platforms: Xbox One, Xbox Series X|S

Price: £3.29

Genre: Puzzle

A Puzzle Park Built On Strategy

At its core, Hex Park is about guiding movement across a hexagonal grid by rotating arrow tiles into the correct position. Each puzzle challenges players to think carefully about routes, interactions, and the order of actions required to clear the board.

The concept is immediately accessible, but the challenge gradually builds across 150 handcrafted levels. New mechanics appear regularly to keep things interesting, including keys and locks, bombs, ice counters, gears, and mystery tiles that demand creative problem-solving.

There’s no time pressure here. Just clean, strategic puzzle design that rewards patience and planning.

Even the best puzzle solvers can get stuck occasionally, and Hex Park offers a handful of tools to help maintain momentum without removing the challenge. Items like hammers, drills, and dynamite can give players a gentle push forward while still preserving the logic-driven nature of the puzzles.

The result is a game that feels approachable for newcomers while still offering enough depth to keep puzzle veterans engaged.

Smooth controls, cloud saves, and achievements round out a tidy experience that’s clearly designed for relaxed play sessions.

Summary

150 handcrafted hex-grid puzzle levels

Rotate arrow tiles to guide movement and clear boards

Mechanics include bombs, locks, gears, and mystery tiles

Helpful tools like hammers, drills, and dynamite

Available now on Xbox One and Xbox Series X|S for £3.29

Small Price, Big Brain Teasers

Hex Park may come with a modest price tag, but the amount of content packed into its puzzle-filled playground makes it an appealing option for players who enjoy thoughtful gameplay without pressure or complexity overload.

For those who appreciate methodical puzzle-solving and clever level design, this could easily become part of a daily gaming routine. if you agree, head to the Xbox Store.



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Earth vs Mars the Advance Wars-like from Relic Entertainment gets Steam Deck Verified

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Earth vs Mars the Advance Wars-like from Relic Entertainment gets Steam Deck Verified


Relic Entertainment produced their own Advance Wars-like strategy game with Earth vs Mars from a smaller team, and now it is updated to be Steam Deck Verified.

Originally released in October 2025, with the Steam Deck and content update launching last week. The developers highlight that for the Steam Deck it has been fully optimised to perform well and for the UI to look good on the smaller screen too.

Alongside Steam Deck Verified status, the 1.2.0 Update expands Earth vs Mars with new content that adds variety, challenge, and replayability including these highlights:

Three new Splice-O-Tron creatures, including the Red Panda, the Beaver and the Scoprion. These creatures introduce fresh hybrid unit combinations and tactical options.
Nine new commander passives, encouraging distinct playstyles and long-term strategic planning.
Two high-stakes modes – Brutal and Permadeath – designed for players looking for a more challenging campaign experience.

Check out the new trailer for the update:

Release Date: 29th October 2025

Platform: ⚛ Proton / Wine

Article taken from GamingOnLinux.com.



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Operation Steel Rain Prologue – A WIP old school mech platformer for the Commodore Amiga

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Operation Steel Rain Prologue – A WIP old school mech platformer for the Commodore Amiga


Already we’ve had so many Amiga game news stories, that at times I could hardly keep up! Games such as Cake Rush, Ghosts’n Goblins, Project Horizon, and Zippy Race, are just some of the ones I’ve featured already. Well the Amiga news just keeps on going. As I’ve been informed that 2Bit Combo, is not only still working on a mech platformer called ‘Operation Steel Rain’. But the developer has announced with a demo ‘Operation Steel Rain Prologue’. A prequel to the main game made with Earok’s Scorpion Engine.

Here’s the latest. “Operation Steel Rain Prologue is an old school mecha platform game from the snes, megadrive era, like Assault Suits Valken (Cybernator), Front Mission:Gun Hazard and Ranger-X. It’s being developed for Amiga AGA computers using the excellent Scorpion Engine, which allow us to port it to other platforms like MegaDrive and NeoGeo later. I separated the two games, the main game is still under development in partnership with one of the best Amiga coders in existence, and this game is being made entirely by me, using the excellent Scorpion Engine and will be, as the name suggests, a “prologue” for the main game.

Links :1) Website 



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Styx: Blades of Greed Review | TheSixthAxis

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Styx: Blades of Greed Review | TheSixthAxis


When it comes to stealth games, Styx has a winning formula. You play as a goblin, a perfect character for sneaking around. Short in stature, he can slink through vents and under tables, he’s got lockpicks, arrows and mines to help out, and then he can vomit poison, create clones and has magic powers on top of that!  Then there’s the enemies, ranging from humans and elves through to roaches, all of them a threat to little Styx if he’s caught out. It is a great foundation for a stealth game, and yet the games can’t quite nail the landing, resulting in Styx: Blades of Greed feeling less than the sum of its parts.

It picks up after the rather abrupt ending of the previous game, and Styx is now looking for Quartz, a glowing blue crystal that he can absorb to gain more powers. Naturally, he wants to get more of it and, after meeting up with some returning characters from the previous game and stealing a zeppelin, they set off to get some.

The entire opening feels almost like a different game to everything that follows it. It has regular cutscenes whilst you’re still getting everyone together, and by the feels like the set up for a story-led game set across various locations. However, shortly escaping the blockade and getting you that you’re given access to three locations, including the one you just left, and told to find Quartz in each of them. The next actual cutscene is eight whole quartz pieces away, which is hours of gameplay, and that’s just for one mission before it dumps you back to another Quartz hunt across the same maps.

It’s a real shame, because as far as thieving games go, Styx: Blades of Greed is still one my favourites for quite a while. To start with, the locations are huge and many levelled – seriously, the verticality, to use a late 2000s term, is off the scale. More important than all that map, however, is that there are tonnes of holes in walls to find, climbable pathways, rafters to skulk over, just an embarrassment of riches when it comes to infiltrating places really. They’re packed full of enemies, sure, but there’s plenty of routes around them, boxes to hide in, and cracks in their patrols to slip through.

You won’t be earning money to upgrade your tools, or have a shop to replenish your resources. Instead you’ll steal blueprints to upgrade your equipment, level up from completing objectives and looting resources, and after absorbing a certain number of Quartz crystals you’ll get a point to unlock a power. You start with cloning abilities and invisibility, which can be very helpful on their own, but you’ll be able to unlock the ability to possess enemies, or move ultra fast, for example. They’re very useful, but limited by Amber, which they cost to use and must be refilled using potions that can be crafted, found, or pickpocketed. In addition to these are a few standard open world/metroidvania additions including a grappling hook, a glider and claws for climbing certain walls, but by far the coolest is the ability to dash through grids. It doesn’t sound big, but it is exceptionally useful.

Unfortunately, a lot of the voice acting isn’t very convincing. Many of the lines don’t match the intensity of the situation they’re in, like there was minimal direction, or the context of the line changed through development but it wasn’t re-recorded. One voice actor in particular doesn’t give a bad performance exactly, but simply doesn’t match the character – an orc with a higher pitched voice that just never sounds right . Styx fares the best, but everyone else is a bit off. The cutscenes have issues as well, specifically that every single time there is a cut all the background and textures stream in, really marring what can be some pretty nicely “shot” cutscenes otherwise. “Can” is the operative word, as there are a couple that don’t really make sense, especially in regards to stealing a zeppelin.

Speaking of not making sense, you steal that zeppelin and are immediately free to return to where you stole it from. It will just float there unmolested by authorities as if it wasn’t a big deal, even though it should have been. There are a few things like this throughout the story that make things feel inconsistent, and one supposed twist that was so obvious enough to me that I will be truly shocked if anyone doesn’t see it coming. The story, despite a pretty promising start, didn’t manage to keep me invested as it doesn’t really explain or show things very well. I know that Styx is supposed to be getting negative effects from the quartz because it tells me, but it barely ever shows outside of some blue colouring his palms. If it’s bad for him why isn’t any of his crew trying to stop him, why is Styx so blase about it? Why not just steal it instead of absorbing it?

Styx Blades of Greed assassination

Much like with the previous games, I get the feeling that Styx was originally envisaged as a goblin thief, but without a solid story or character arc to wrap around that. Styx has a few characteristics, but they’re shallow; he’s a smart arse, he’s sneaky, he laughs when he pushes people off ledges, and he wants power. That’s it, and I can count them on the fingers of one hand. All of the characters are like that, but with even fewer fingers required. The result is that a functional story that can lead you between things, but doesn’t leave much of an impression. It’s a shame, not just because there’s plenty of potential here, but because the opening gives a different impression and some of the cutscenes could capture your imagination, if the delivery were better. It carries through the quest design as well. So much of it is not just to go find a key, but to basically go find multiple keys. The game wants you to steal things but can’t think of a compelling reason, so here’s five seeds to find and steal that will open this door. It just feels like busywork and padding instead of a thrilling heist.

Then there are the technical issues and bugs. I’ve only experienced frame drops on PS5 after moving quickly on the glider, and this only on a couple of occasions, but there are other issues. There’s some minor platforming awkwardness with ledges that can’t be grabbed or can be, but not how you would expect. Styx also isn’t built for combat, which is good because it’s a bit unresponsive and feels ropey whilst you’re doing it. Again, there are a few crafting resources that could do with being a bit more accessible, as you can go for extended periods without being able to use your toys because you’re just mission one particular, and supposedly common resource (usually iron). There are also areas that are so dark you literally can’t see anything at all, making it practically impossible to find your way through.



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30 years ago, an iconic Muppets movie changed the franchise forever

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30 years ago, an iconic Muppets movie changed the franchise forever


On a semi-regular basis, a discussion prompt resurfaces on various social networks that amounts to this question: What movie or book would you like to see adapted with Muppets replacing all of the humans except one? (Frequent follow-up question: And why is it Knives Out?) Brian Henson, the director of The Muppet Christmas Carol and Muppet Treasure Island, should take that as a high compliment to his work. The ubiquity of the prompt speaks to how heavily his two Muppet movies loom over the characters’ history, even 30 years after the release of Treasure Island — even if the latter doesn’t fully deserve that status.

At the risk of sounding like that guy from The Onion who appreciates the Muppets on a much deeper level than you, the Muppet movie prompt is strange because the Muppets re-enacting a classic work of literature on the big screen — or any story that’s not at least a nominal original — is almost entirely confined to the 1990s. The main exception is a small-screen variation on this formula, with the Muppets performing The Wizard of Oz for a 2005 network broadcast that featured Ashanti as Dorothy. Combined with the lack of an ongoing Muppet Show equivalent, those two theatrical releases and one TV movie seem to have propagated the misconception that the Muppets’ main job was essentially putting on school plays.


Image: Disney

But as a recent special illustrated, that’s not the only show the Muppets know how to do. The three Muppet films made when creator Jim Henson was still alive — The Muppet Movie (1979), The Great Muppet Caper (1981), and The Muppets Take Manhattan (1984) — were largely reconfigured origin stories with plenty of meta winks. The Great Muppet Caper is the closest to the storybook movies in its conceit that Kermit, Fozzie, and Gonzo are obviously playing parts in a movie (and already know each other when the movie begins). But it still has the gang meeting and teaming up over the course of a narrative that’s a pastiche of old movies, but not a specific remake. While the other two films don’t mention The Muppet Show specifically, they both feel like they could be taking place prior to the creation of that program.

The Muppet Christmas Carol, the first film made after Jim Henson’s untimely 1990 death, is also chiefly responsible for the idea that Muppet movies feature an all-Muppet cast led by a single human. That’s not actually true. Like the others, Christmas Carol has plenty of humans. It’s just that Michael Caine gives such a terrifically straight-faced performance in the lead as Ebeneezer Scrooge, opposite such a great variety of puppet characters, that it’s easy to forget about the other human actors entirely. Muppet Treasure Island in turn plays like a sequel to Christmas Carol, repeating elements, sometimes to its detriment.

In Muppet Treasure Island, the faux-only human duties are split between two characters: Jim Hawkins, the young lead character of the Robert Louis Stevenson novel, and his mentor-turned-antagonist, the pirate Long John Silver. Initially, the filmmakers planned to turn Jim Hawkins into two characters played by Gonzo and Rizzo, reprising their double act from Christmas Carol. Ultimately, they decided it would make more sense to cast a genuine kid in the part, so Kevin Bishop would play Jim and Gonzo and Rizzo would be his sidekicks issuing commentary. This even more closely replicates Christmas Carol, where Gonzo plays a narrating Charles Dickens and Rizzo acts as his sidekick; they’re both constant (if unseen) companions to the main action. And as with the previous film, a beloved English actor would serve as a familiar face in an iconic role for Muppet Treasure Island, with Tim Curry playing Long John Silver.

Long John Silver (Tim Curry) laughs as he brandishes a gun at Kermit and Piggy (who puts her head in her hands in distress/disgust) in a scene from Muppet Treasure Island
Image: Disney

These decisions made Muppet Treasure Island the second Muppet movie in a row where, rather than Kermit, Piggy, Fozzie, and Gonzo serving as the most prominent characters, the foreground would be occupied by Gonzo, Rizzo, a variety of story-specific Muppets, and the human stars. In some ways, this increases the ambition and invention of both films, which continue Jim Henson’s tradition of pushing the boundaries of puppetry. In Christmas Carol, the experiments are more serious, with the eerily childlike Ghost of Christmas Past and the traditionally menacing Ghost of Christmas Yet to Come not much resembling traditional Muppets. In Treasure Island, the variations are more comic, with a delightful menagerie of animals, misshapen pirates, and assorted weirdos, plus some classic Muppets mixed into a few supporting roles and cameos. Because the Muppets rarely turn down opportunities to break the fourth wall, there’s a fun moment where talking vegetables muse about the awkward way the Swedish Chef has been shoehorned into a particular scene.

It’s weirder, though, that Kermit the Frog doesn’t make his entrance until nearly half an hour in, and Miss Piggy doesn’t turn up until even later. That’s not to say there can’t be a Muppet movie that doesn’t star Kermit and Piggy, but at this particular point, six years after Jim Henson’s death, it felt as if the filmmakers were still overcautious about using a post-Henson Kermit. Rather than showcasing Steve Whitmire as the new Kermit performer, they gave more screentime to his established character of Rizzo. Nothing against Rizzo — he is a pioneer in the field of rat-centric food prep — but the children (and neurotic adults) yearn for Kermit!

The ginger use of Kermit is one of several examples of how Muppet Treasure Island catches both its characters and their then-temporary home of Disney at odd footing. Mere weeks after the release of Muppet Treasure Island, ABC would debut Muppets Tonight, a continuation of The Muppet Show that featured a mix of old and new Muppets (and that also put Kermit in a more supporting role). Several fan favorites (and obscure oddities) would emerge from this show, but not in time to appear in Muppet Treasure Island, which makes the movie feel a little grab-baggier in retrospect (though a few Treasure Island characters, like Polly the Lobster, subsequently appeared on the show, and plenty of Muppets Tonight characters made it into later Muppet movies). Kermit and Piggy aren’t in it much, but it doesn’t boast Pepe the Prawn, Bobo the Bear, or even 1980s newbie Bean Bunny, either. A lot of it really is given over to the human actors.

A selection of supporting Muppets from Muppet Treasure Island hanging out on the movie's ship, including Polly, a talking lobster; a fuzzy green pirate; and a talking goat, with Sam the Eagle in the background of the group shot.
Image: Disney

On the Disney side of things, the film’s middling songs — not without their charms, but the worst batch of originals in any Muppet movie — feel of a piece with the Disney animation of the era, which was coming down from its early-’90s Ashman/Menken high, and fast. This isn’t Disney’s particular doing. An initial deal for the company to acquire the Muppets fell apart in the wake of Jim Henson’s death, and wouldn’t come together again for another eight years after the release of Muppet Treasure Island, which it only distributed. But as a musical version of an oft-told story, it comes closer than any other Muppet movie to following the Disney animation template of that era. (Indeed, Treasure Planet followed six years later, albeit sans production numbers. And in retrospect it’s a little surprising that the Muppets aren’t cracking Pirates of the Caribbean jokes in this movie.)

Yet for some people, Muppet Treasure Island is close enough to Muppet Christmas Carol to feel meme-ably close to the Muppets’ whole deal. And it’s far from bad; it’s the Muppets doing pirate antics, so despite my carping it’s actually pretty fun. But 30 years on, Muppet Treasure Island being arguably the weakest of the Muppets’ eight theatrical features serves as a reminder that making a great Muppet movie isn’t as simple as plugging the characters into a clear and obvious formula. No matter how often the internet circulates it, they’re too sweetly unruly for that strategy to work.



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How to Get a Blank Collar in Mewgenics

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How to Get a Blank Collar in Mewgenics


Classes are an extremely important choice in Mewgenics. Whether you need a Fighter, a Tinkerer, a Necromancer, or a Tank, these choices are going to depend massively on where you plan on heading and whether the stats of your cats benefit that specific class!

However, you might have noticed you can only pick one of each class, which is pretty annoying when you’ve got two Hunter potentials in your lineup. But there is a workaround. Is it perfect? No. But it’s better than nothing, right?

Related

Mewgenics: How to Unlock Act 2 (The Desert)

I don’t like sand. It’s course and rough and irritating, and it gets everywhere!

Let’s have a look at the Blank Collar item, what it does, and just how to obtain it.

Where to Find the Blank Collar

Mewgenics Tracy

The Blank Collar won’t show up on your Collar selection page until you’ve actually bought it first. In order to purchase your very own Collar, you’ll first need to unlock Tracy, the character who sells you items from her shop.

Tracy is unlocked very early in the game and can be found on the NPC map. She will only take older cats, specifically those over the age of 5.

Mewgenics Dybbuk Feature

Related

Mewgenics: How to Beat Dybbuk

Kitties from beyond the grave!

The very first time you send her an old cat, she will stock the food box, allowing you to hold more food. However, after this, once you send her ten more cats, you will unlock the first Blank Collar for 150 coins.

Tracy’s shop doesn’t always stock this collar, so if you don’t grab it, it may be out for a while. Check back every time the shop restocks to see if she has the collar for sale.

This isn’t the only blank collar you can get, though. Every time you send her 40 cats, she will stock a new collar in the shop. This caps at three collars. Every upgrade after this is just idols and more food storage.

How to Use the Blank Collar

Mewgenics Double Collar

So, you’ve bought your first Collar, and now you want to select two Fightersfor your next run! If only it were that simple, right?

Unfortunately, when you enter the Collar select screen, the blank collar will instead select a role at random and become that class, meaning you’re not able to pick your own. Instead, you’ll just have to hope the collar becomes a class that benefits your team.

If you want to collect more money to afford the Collar, you might want to select the Thief class for your next run. Pick moves that either scatter coins or pickpocket coins from enemies, and you’ll be rich by the third zone! The Druid’s raccoon transformation can also be good for collecting floor items.

Naturally, this becomes more likely the more collars you buy. Once you have three collars, you’ll have a pretty good chance of getting a duplicate of the class you want two of. In addition, there’s even a very small chance that you’ll be able to select three of the same class if you get lucky enough.

While the collars aren’t game-changing, they make the preparation phase for each run a bit smoother, flattening out that randomness and giving the player more control. In a roguelike, where every run matters, control is vital!

mewgenics-tag-page-cover-art.jpg

Systems

PC-1

Released

February 10, 2026

Number of Players

Single-player

Steam Deck Compatibility

Unknown



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Yes, God of War Sons Of Sparta Dev Takes Its Name From A Real, Adorable Cat

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Yes, God of War Sons Of Sparta Dev Takes Its Name From A Real, Adorable Cat


A God of War 2D action platformer probably wasn’t on anyone’s bingo card for the recent State of Play livestream, but not only is the game real, but it’s also out right now for PS5. God of War: Sons of Sparta is a new project from Mega Cat Studios, a developer with a very cool name and a storied history since its founding in 2015–as well as a heartwarming story behind how it settled on its studio name.

On the PlayStation Blog, Mega Cat Studios founder and CEO James Deighan revealed that a real feline helped inspire the identity of the studio.

Continue Reading at GameSpot



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Billionaires Found The Next Dumb Thing To Gamble The Economy On And It’s The Moon – Kotaku

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Billionaires Found The Next Dumb Thing To Gamble The Economy On And It’s The Moon – Kotaku



I know we’re all at our limit with tech ventures that the financial powerhouses of the world rapidly rally around as more foundational and beneficial resources to civilization wane. I know we don’t have enough ear space to fill with all the promises of utopian computer advancements that in practice require comical amounts of human intervention. That after all of the crypto, NFTs, AI, video pivots and pets.com collapses, the last thing we need is more gambling on speculative futurist nonsense. But hear me out: what if we fucked with the moon?

This week, Deutsche Bank said they are fixing their attention to the “moon economy.” Earth’s lonely little celestial satellite, greeting us each night, shifting the tides and summoning werewolves. Though the grand prize of the 1960s space race, it hasn’t really taken center stage in the human imagination for generations. While we love our big floating space rock, it doesn’t have the potential or allure of Mars, our nearest understudy. The richest among us have begun to feel otherwise.

Deutsche Bank’s focus is on Intuitive Machines, a Houston-based company developing tech for lunar exploration. They’re primed for the windfall of any moon-bound interest, and Deutsche Bank analyst Edison Yu says the moon economy “may have just gone through a key inflection point.” Which is to say we’re gearing up for a nitwit-off.

Through 2025, the White House stated a renewed interest in moon missions. As part of the Artemis program, the U.S.A. is looking to beat China to the moon for military infrastructure and spycraft securities. That space race has kicked off a second, simultaneous one amongst billionaires. Jeff Bezos announced that Blue Origin is aiming to develop lunar landers for the program. It plays into the tension between NASA and SpaceX, whose progress on their contract has been sluggish.

Incapable of sitting still, Elon Musk, who previously wrote off the moon as “a distraction,” said he is shifting SpaceX’s focus toward building a “self-growing city” there. It’s a screeching pivot for SpaceX, a company whose sole mission is colonizing Mars. “We can potentially achieve that in less than 10 years, whereas Mars would take 20+ years,” Musk posted.

Obviously government contracts are a financial boon in and of themselves. Much of Musk’s fortune comes from federal arrangements. But what’s the long-term economic benefit of chilling on the moon? Never mind establishing the first space city? As far as space campaigns go, it’s much easier to launch off a low-gravity body than fighting to escape Earth’s orbit and barrier of space junk (though new complications will surely emerge). You probably wouldn’t be surprised to hear this moon situation links up with the current AI situation.

You’ve probably noticed AI, for all of its promises, is incredibly expensive. Consumer technology is in disarray as firms get first dibs on microchips. Data center construction is the toothpick holding up the American economy. The use of electricity and water cooling is exhaustive to local infrastructure. To set up camp on the moon would solve… some of that. If you think that sounds risky and untested, you’re correct. Just like current AI ventures, a loose promise is enough to bet the house on.

The original space race ended on a win, something our current futurists are desperate to secure. It came through sweatbox collaborations between technicians, physicists and experts across all disciplines. It was to prove the capitalist west was greater than the USSR and develop some new rockets along the way, but still required putting that glory before short-term gains. The theme of the last decade has been “why we can’t have nice things.” There are strong use cases for the blockchain, language learning models and moon bases alike. But instead of researching and refining how this tech can secure a better future for all, we’re subjected to useless tchotchkes at the cost of breathable air. Our survival into this century is increasingly beholden to refried futurists, addicted to singular persuasive visions that don’t behave well with reality.



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Zippy Race is being ported over to the Amiga 500 by Modern Vintage Gamer [UPDATE]

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Zippy Race is being ported over to the Amiga 500 by Modern Vintage Gamer [UPDATE]


Shock!! This isn’t a JOTD Arcade to Amiga port! As I’ve found out from Walter Mamo that Modern Vintage Gamer is working on an Arcade to Amiga port of the top down racing game called ‘Zippy Race’, also known as MotoRace USA in the states. A game in which the player controls a racer who must travel on a motorcycle from Los Angeles to New York City. To coincide with this news, MVG has provided a long video showing how the game came to be and the current progress.

In Depth Video

Latest Video!

Here’s the latest about the game “Ever wanted to code a game from scratch that runs on an old retro computer hardware from 1985 ? Challenge Accepted – This is my Work in Progress port of Zippy Race that runs on a standard Commodore Amiga A500 with the Original Chip Set (OCS) and just 512k/512k. In this episode I walk through how the port came to be and how I solved various challenges with the development of the game. I hope you enjoy!”

A Few Notes:

I Plan to  finish and release this sometime in 2026. No eta yet  – when its done. It will be free and open sourced but might do a limited physical print run. We will see.The Amiga technical information about theBblitter, Sprites, Scrolling etc is my understanding to the best of my knowledge. I’m not an expert and im still learning this stuff so if i got something wrong please let me knowHave a fantastic week!

UPDATE : Thanks to Amiga Bill and Modern Vintage Gamer giving me the heads up, there’s a new video that’s been uploaded showing BOB clipping, more pathfinding, and music for the Amiga version of Zippy Race!

Watch this space for more…



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