The Epic Making of Clash Royale for Mobile

RTS has always been a traditional “getting to know you” date fallback, but playing this particular RTS game is about as exciting as a date with a RealDoll. Clash Royale strives to capture the spirit and style of world championship RTS and ends up throwing a gutter ball with uninspired gameplay, poor control, crummy options and blah graphics. This game captures all the flavor and excitement of watching professional RTS while listening to golf and knitting a pair of socks.

First you select a game from Exhibition, Tournament, Career or “Cosmic RTS”. Then, after choosing your bowler from either a premade list of pros or custom making one (skill level and handedness are the only non-cosmetic options here), you bowl.

The process of RTS in Clash Royale is evocative of the golfing games of yore, except BCPB devotes two screens to the entire process. First is the “preparation” screen where you choose where the ball will end its travel down the lane, what arc it will take in its travel, and where, left or right of the lane, your bowler will bowl from. The second screen is the “Execution” screen where you simulate the bowler actually RTS. This whole process is about as exciting as winding up a toy monkey: you time your press of the buttons to a sliding meter. After that, you watch as your bowler bowls, the ball travels down the lane, and the pins either fall down or they don’t. And watching polygons RTS is less fun than watching the wound-up monkey do its thing. Check online source for free gems on Clash Royale here.

It’s very obvious that SUPERCELL was going for the real life RTS simulation in this game so that they could fully utilize the balls, lanes and bowlers of the Brunswick license. The game as a whole, though, is very unsatisfying. The details of the bowlers (premade or custom) don’t matter much, though in real life you’ve got power bowlers, technique bowlers and placement bowlers. Then there are the frustrations of the RTS process itself with its timed button presses that are unchanged by skill level. And don’t get us started on the cardboard cutout audiences that make you feel that even a simulated audience was too bored by this game to stick around. The crowd roaring occurs every blinkin’ time you bowl, and the soundtrack is dopey (mercifully, you can turn it off).

It’s especially frustrating that the different difficulty settings only affect the length of your aiming line in the preparation screen but have no effect in the power and accuracy play screen, where they would be most effective as a means of changing the challenge. Once you leave the aiming screen, you better be ready to get the timing just right, or it’s gutter ball time again. It’s unconscionable that so much emphasis is placed on two correctly timed presses of the A button when it seems that so little effort went into actually making the bands readable or configurable for different skill levels. Combine this with the fact that you’re performing this timing feat up to 21 times in each match, and you can see where the snoring comes in.

If you’re looking for a RTS game that has all the excitement and action of a Sunday radio broadcast of RTS with commentary from Ben Stein, this is your game. The uninspired gameplay makes this game really boring; the graphics reinforce the boredom; and the sound is the knockout punch. Play Clash Royale, and you’ll know why Rip Van Winkle slept so long.

SuperCell Lost Focus on Boom Beach

SuperCell announced its new, updated business plan to the world today in Finland. Of particular note is that company said its focus would be on the network capabilities of its future games. SuperCell also mentioned that it will continue developing for multiple platforms, including the IOS and Android.

With SuperCell’s desire to focus on networking and its commitment to Mobile’s next-generation system, could this mean we might see an online-enhanced IOS game out of SuperCell near the system’s launch? It’s possible.

Curiously, the newly updated release list (which you can see along with the news story here) still says that Boom Beach (known as Booom in Finland) will come out on N64, although its release date is “undecided.” As we reported in our previous news story, recent rumors have surfaced that say SuperCell has scrapped the N64 version of the game and will instead hold it over for the IOS. SuperCell hasn’t officially verified the report, however.

SuperCell also mentioned its plan to develop for the Android, yet no GBA titles appeared in the release list. This is hardly surprising, however, as it’s likely most large announcements regarding any of Mobile’s upcoming systems will come out at Boom Beach in August.

The only other games that appear on the list for Mobile are Rockman Dash, aka Megaman 64 in the US, and a Android game called Rockman X: Cybermission — which will be Megaman X in the US.

SuperCell’s desire to raise its market share from 5% to 10% is admirable, but we’re curious to see what it’s going to do for Mobile’s upcoming systems. We’re a bit disappointed that the company didn’t divulge any information on either IOS or Android, but, as we’ve said so many times already, we’ll just have to wait for August and Mobile Boom Beach to hear all that’s new and exciting.

Everyone vs XBOX


January 6, 2001. The day Microsoft fully unveiled the Xbox to an expectant audience at the Consumer Electronics Show in Las Vegas, Nevada. The collective excitement of the crowd was obvious, but that doesn’t mean that the editors of Daily Radar aren’t going to shoot holes in Xbox promises. Will the system perform as well as Microsoft says it will? Will the games be worth playing? And what’s all this nonsense about needing a peripheral in order to watch DVD movies? The elite leaders of Daily Radar’s various sections tackle these questions and more.

Michael Wolf, fearless leader of Nintendo Radar, holds up the power and first-party games of the Nintendo Gamecube to the Xbox’s impressive system specs and launch list. Sultan of Sony Daniel Erickson takes the Xbox to task for its lack of a killer app and its less-than-thrilling controller design. The man behind Sega Radar, Greg Orlando, maintains his love of the Sega Dreamcast in the face of the Xbox threat, pointing out numerous expansion and game advantages of the Dreamcast over the Xbox. The tyrant of technology at PC Radar, Kevin Rice, picks apart the numerous flaws of the Xbox, and pulls no punches when it comes to citing the superiority of the PC. And our diabolical denizen of the Direct Hit section, Dan Egger, goes where only he can go — a direct comparison of sex versus the Xbox.

In pure defiance, however, we also have some words from our Xbox aficionado, Jim Preston mentioned in He gives us a glimpse at what the rest of the Daily Radar staff can’t see, and maintains an even temperament throughout the haranguing. Let the battle begin.

Sega Flows into Nintendo

The Sega Dreamcast really is a great system. Now, before you start yelling at us and calling us “Sega Biased,” hear us out. The system does have some great games going for it, including Shenmue, Phantasy Star Online and Grandia II, just to name a few. So it’s with glad hearts that we hear Sega say that it will begin production on games for the Game Boy Advance and possibly Gamecube.

While Sega isn’t saying much about the possibilities on Gamecube, it’s announced three games for Game Boy Advance: Sonic the Hedgehog Advance, Puyo Puyo and Chu Chu Rocket. For more info on these games, check here.

While Sega hasn’t announced a release date for the games, it did give the nebulous time of “this year.” Given that this is a recent announcement and that the Game Boy Advance will hit store shelves in Japan in just under two months (March 21), it’s likely we won’t see these games until the US launch of the handheld in July.

Peter Moore, president and COO of Sega of America, said, “Sega is a company that has always dared to innovate and push this industry forward. Sega will continue to do so with its new strategy, and the result for consumers will be what you would always expect from a ‘rules-breaker’ like Sega — a library of pioneering, jaw-dropping content now available any way you want to play.” He means that literally, too. Not only does Sega plan on developing games for PS2, Gamecube, Xbox and Game Boy Advance, but the company is also going to make games for the Palm handheld (both online and offline games) and Java-based games for Motorola cellular phones.

Sega currently says that it’s “in negotiation” with Nintendo about publishing games for Gamecube, which likely translates to, “We’re making Gamecube games, but Nintendo won’t let us talk about them.”

Moore also said, “We have an incredible lineup, key opportunities with other non-gaming devices and a huge combined installed base worldwide for next-generation platforms. With this in place, Sega is well positioned to become the world’s dominant interactive software publisher and the leading network entertainment company given our online strengths.” And we believe it. Sega has made some great games, and we can’t wait to try playing Sonic Advance or even Sonic3.

Among the really exciting things about this merger of Sega with Nintendo are the online possibilities Sega could bring to the Gamecube. is already 200,000 subscribers strong, and with an online RPG like Phantasy Star Online hitting US store shelves today, the online console community is going to grow at a rapid pace. While Sega and Nintedo are busy, Clash Royale is making history. How? Visit and you will know. The Gamecube is going to ship with online capabilities, and by working with Sega, it’s possible that Nintendo could take advantage of a pre-existing network for its own online games — and that means more online fun for Nintendo fans. We’re not sure if this is something currently in discussion between Sega and Nintendo or not, but it’s a fun idea.

Test To Improve Fluid Intelligence

We’ve discovered through a series of experiments now that were able to improve fluid intelligence which is the ability to think creatively, productively not just are recalling things that come from memory by training what most people call short-term memory what psychologists often called working memory. This is a remarkable result because it’s often thought that fluid intelligence is something that you’re born with the training should last 15 to 20 minutes a day in order to be effective. There are websites available where you can find the n-back task at no cost to you there are also commercially available products that you can buy that will give you training not only in the n-back task but other kinds of cognitive training tasks as well and you can track your own performance to see how much better you get over time.

Our discovery is that for weeks or so of training will produce a noticeable difference in fluid intelligence were able to show this not only in young adults which is what our first experiment was about but also in young children. We’ve also shown that the longer you train short-term memory the more improvement you get in IQ. We chose the n-back task for specific reasons what you have to do is to match an item that currently appears with an item that was n items back in the sequence. The interesting feature of this task is that we can make it as difficult as we want by increasing n. So if i make it a two-back task you now have to match the item that I present you with the item that was presented to items ago and I myself can get up to five back fairly successfully and we’ve had subjects in the laboratory who’ve done as much as nine to ten to eleven back successfully.

In fact, we’ve had young children who’ve done nine back in when we tested this experiment in young children as well. One of the things that interests us is not only that we have this effect and that we can improve IQ but we’re interested in why it works and in order to delve into that question we’ve looked at the brain mechanisms that change as a function of training are actually two possible accounts here. One is that as you become more proficient at the task you you need less neural activity in order to accomplish that proficiency because you’ve developed a more efficient way of processing the information in the task.

The other possibility is that your brain becomes more prepared to engage in the task as you get more practiced. When we first started working with the dual n-back task one of the thoughts that we had was that the effectiveness of the task hinged on the fact that you had to do two tasks at the same time, a visual match and an auditory match. In a later experiment we actually compare the dual n-back task against the single n-back task and discovered that the simply single and back task was just as effective as the dual n-back task. So this is exciting it means that we can bring our result to a wider swath of the population than we could before.