Hello and welcome to the session. In this session we discussed the calling question which says, a teacher on attempting to arrange the students for mass drill in the form of a solid square found that 25 students were left. When he increased the size of the square by 2 students he found that he was short of 23 students. Find the number of students. So in this question we need to find the total number of students in the mass drill according to the conditions given in the question. So let's move on to its solution. As given in the question, the teacher arranges the students for the mass drill in the form of a solid square. So for this we first assume let the total number of rows in the square formed be equal to x and we also assume let the number of students in each row of the square formed be also equal to x. So the total number of students the square formed is equal to the total number of rows which is x multiplied by the number of students in each row which is also x. So this is equal to x square. Now let's find out the total number of students in the drill and this would be equal to the total number of students in the square formed that is x square. As in the question is given that when the students are arranged in the square then 25 students were left. As the 25 students were not arranged in the square only x square students were arranged in the square. So total number of students in the drill would be equal to x square plus the number of students which were left which is 25. Now next condition given in the question is that when the size of the square is increased by 2 students then the teacher was short of 23 students. So when the size of the square is increased by 2 students then the number of students in the square would be equal to x plus 2 whole square. Now according to the question we have that when the size of the square is increased by 2 students then the teacher was short of 23 students. Which means that the total number of students in the drill which is x square plus 25 this would be equal to x plus 2 the whole square minus 23. Let's solve this now. So this would give us x square plus 25 is equal to x square plus 4x plus 4 minus 23. Now x square x square cancels so we have 4x is equal to 25 plus 23 minus 4. This further gives us 4x is equal to 48 minus 4 that is we have 4x is equal to 44. From here we get x is equal to 44 upon 4. Now 11 4 times is 44 so we get x is equal to 11. We had assumed the total number of rows in the square formed is x and the number of students in each row in the square formed is also x. And the total number of students in the drill were x square plus 25. So as we have got the value for x so this means total number of students in the drill is equal to 11 square plus 25 that is equal to 121 plus 25 which comes out to be equal to 146. So our final answer is number of students is equal to 146. So this completes the session. Hope you have understood the solution of this question.


the financial statements. Note that I have represented the credits with brackets. That is not always the case. Depends on the textbook or the software you will see. Most textbooks will not represent credits with brackets, but many software programs will. And if you work with Excel, I highly, highly recommend, you know, considering this kind of formatting, because it will make your life much, much easier. And so I'm going to, I'm going to try to, to show that and try to convince people, convince you of that. If you're going to be working with Debits of Credits a lot, you're going to want to work with Excel. You're going to want to learn Excel. You're going to want to make sure that you make Excel part of your learning process. And when learning Excel, it'll make your life much, much, much, much easier. If you start using formulas and putting credit brackets around the credits will help to do that. The first example of that is to, if we were trying to convince the trial, condense a trial balance down, we can do so in this format. And note what this does for us, it's going to convert the trial balance from just two columns to one column. That seems like not a big deal right now. But when we get to later worksheets, where we're going to basically be looking at the activity that happens and then an ending trial balance, that would be six columns here. And if we can condense those down, we're getting down to three columns. So the fact that this will increase by two columns each time we add something, and this will increase by only one column each time we add something is really going to save time down the road, as you'll see when we, when we start making worksheets, you'll see worksheets in the book and textbooks that will, you know, have like 10, you know, 10 columns, and that's a little unnecessary. We'll also see some complexity in formulas where if we were doing it by hand, it might be useful to do if we had a calculator. But if we're doing it in Excel, something I highly, highly, highly recommend we get used to, then then the formulas will be a lot more simple if we don't have the two columns and instead use this format here. So I'm going to try to convince us of this and show us in the problems how this will work and how to convert this back to this and back and forth as needed. And that's a typical kind of thing that we will be using in practice too. And we're going to have, in this case, the debits are going to be just the positive numbers, the credits we're going to represent with brackets, Excel seeing those as negative numbers. And therefore, we know that of course, if the debits equal the credits, then if I subtracted debits and credits, that would equal zero. So if we then make the credits zero, the negative numbers, we can check our balance simply by summing up this row in Excel, meaning summing up would take all the positive numbers, minus all the negative numbers. And that will show us we are in balance by it being zero. The pros of that is it's going to give us a really quick indication if that's any other number than zero, we're out of balance as opposed to us having to kind of look at these two where we could kind of miss where we're out of balance. The con of that is of course that we can't define exactly how many debits or credits we have, but typically that's not the important information we're looking at here. The total debits and credits don't give us any information about how the company's doing. It just tells us whether we're in balance or not. The number that we want to know, here's net income at the bottom. A number much easier to calculate right here, we can just add it to the trial balance if we want to. If we use this format, because it'll just calculate that's the calculation of this credit minus these debits, meaning that is income. Now that is not a loss. Now that's going to be what we have to do whenever we learn debits and credits is to understand the difference between what a debit and a credit is, as opposed to the functions of plus and minus. And there's no way to get around that whether we use formulas with brackets and negative numbers as credits or not. You're going to have to add and subtract debits and credits. So the idea of not having negative numbers or not having bracketed numbers, reducing the problem of having to distinguish between debits and credits and plus and minus, I don't think is going to work really. We're going to have to, no matter what we do, we're going to have debits and credits. We're going to be adding and subtracting debits and credits. And we're going to have to keep straight in our mind. What does a debit and credit mean? Am I looking at something in terms of debits and credits? Or am I looking at something in terms of a plus and minus operation format? And so we're going to have to keep that straight as we go. And we'll do that by just having a bunch of problems that we're going to work through in order to get that information. We are now able to define a trial balance, list components of a trial balance, and explain how a trial balance is used.


All right, welcome to the September 26 2023 Indie contributors call few things to talk about on the agenda. We'll see where the conversation goes. We are recording the session and we'll be posting the results after after the call. A reminder that this is a Linux foundation and hyper ledger foundation meeting so the Linux foundation antitrust policy is in effect listed on your screen the hyper ledger code of conduct linked on your screen is available. I posted the agenda link on the screen so people can sign in. And add their name anyone new want to introduce themselves on the call. Lots of people we know. All right. Any announcements to be added I know I I W is coming up the hyper ledger summit is coming up in San Francisco, both of those should probably be under the announcements. I I W is in two weeks, and I believe it's the hyper ledger summit in four weeks I will get those added to this. Hopefully people are going to those events we can get together in person and have these discussions. All right, any other announcements for anyone else any agenda items to be added to the meeting. All right. I did want to point out this, I should have looked up the item in any note and plan on there is a PR. Sorry, there's an issue that requests a PR be added to, I believe it's plenty. Not certain. I think it's fine. But basically to replace the earth's implementation of indy BLS signatures with the Indy version of BLS signatures so with the archiving of the earth's project in the BLA signatures crate rust crate was moved out of Ursa and put into indy as a repo and adjusted to put it there. We could really use that in the indy plan I believe is as I'm sure I'm not quite sure if it's not a plan if I think it's plan. It should be updated to use that and not use Ursa any further. It should be a pretty straightforward dependency change and then run all the tests and verify all the tests. So, if anyone is looking for something. Hopefully pretty easy to contribute to the project that would be a good one. I would look up. I'll try to find the PR number or sorry the issue number to replace it to identify this. If anyone wants to look up now and add it that would be great. That's where we are. I did want to ask about those that operate networks to give an update if you have any on progress towards indy upgrades. Lynn and or raid primarily. Yeah, I'll start. So the indy co test that upgrade to 20.04 is complete. Yeah, and then the we started on our demo net. And around some serious issues. I don't know if we want an explanation of what happened there here but it would be helpful. Well, have you and Wade shared it. It would be actually be helpful if you could. Yeah, I'd be happy to give some. I mean, but the, the demo net is. 47th of the way upgraded right now so we're, we're on our way we worked around the issues and are, and are continuing with our demo net upgrade and then we'll have scheduled to the main net upgrade as soon as the demo nets done so we're, we're making good progress and we're just a little bit behind schedule. We were hoping to do like a network every three weeks or so and we're, you know, we're working just a little bit behind that schedule but it pretty close right within a week of being able to keep up with the a three week upgrade per network so far. So, can you give a quick summary of the issues of the encountered on demo net. At this time, I did talk a little bit about the test net upgrade and the issues I had there, and then somebody said, Hey, is there a document that describes that and how to troubleshoot the issues that you had there. At a very high level, it seemed like if we tried to connect one of the issues was if we tried to connect to add a new node to the network, but that node was not able to connect to the primary node that that things went south it was caused a bad situation and so I did document that and I checked it in and I'm in some troubles getting the merge there it was approved but the merges hasn't happened yet, but I created a document so just so everyone knows that document with the troubleshooting stuff that that I promised last time is complete so then the demo net issue is a is a unknown as to what caused it what happened was I added a node to the demo net after doing the upgrade is normal part of the upgrade the did not remove the node from consensus the keys and all are still the same add the node back in with the same keys to as if the node had gone down and started back up but now it's 2004 and I don't think this is a 2004 issue but what happened when I added the node back in was the network almost immediately went out of consensus and the other nodes on the network began what I call a split brain thing that has happened several times to me I don't know that anyone else has ever experienced it and so I don't it's just kind of weird because I've seen it so many times but the split brain means that three or four of the nodes keep the same primary and then the other nodes decide that there's a different primary and they start looping around with few changes to fix their issues that they're having where they don't agree with the primary that the other ones have and so it's a it's like almost like two networks trying to communicate together on the same thing it's a that's something I believe I created an issue on and I've documented but we haven't ever been able to get in and fix it so I did try and spend some time this last week debugging and going through to try and figure out what what caused it and how it happened I came up with some ideas and tried to prove or disprove the ideas and one of the ideas that I came up with a shared with Wade and then sorry Wade but it turns out that it was just kind of circumstantial it seemed like the DDoS protection thing might have had something to do with it because I started seeing these kinds of behaviors it seemed like right after we had added DDoS protection and stuff but I wasn't able to prove whether that had any any correlation so you know take a couple weeks of effort probably to set up something and replicate the issue in house it did to get to the bottom of everything and figure out what's there because I think that it didn't happen at all on the test net but it did happen on the NDCO demo net and part of the reason that and I think it might have happened is because of the extremely large size of the audit ledger on the demo net it's a 1.3 million or something so let me tell you the work around in case anyone ever sees this essentially the work around is to get a copy of the ledger from 1 of the nodes is working when you get it back up and working when you get it back in consensus and everything's working well get a copy of the ledger from 1 of the working nodes unfortunately that means you have to shut down the node to get that copy and so you may have issues with your ledger staying up if you don't have enough nodes on it but that that's what I had to do I just shut down 1 of the nodes just stop in the node and then get a copy of the ledger and when I copy that you know almost full copy of the ledger over to the node and then start it up again it comes right up doesn't have any problems so there's an issue with with the catch up somehow it seems and so and it was several hours last week that I poured through the logs and thought about trying to go through it and I wasn't able to determine the real cause there so so is that then good best practice is to always start with a copy of the ledger when you're starting the node starting a new node for the demo net that's what I have to do and that's a that's not a bad practice if you if you're concerned about whether your ledger is going to come up or not is that's probably what I'll do on my main net just to be cautious is get the other ledger put it out there and then and then it comes right up you don't have to wait two or three hours for consensus and sorry for the catch up to happen and and it works and it seems to work pretty well so just to clarify Bruno from I did up here just to clarify the difference with this problem from the one we had when upgrading the test net is that actually you starting a node completely empty and it never managed to catch up that's it that's correct and what happened was I even though it went out of consensus it still looked like it was trying to catch up and I waited like an hour and 20 minutes but then it turned out somebody was trying to do a demo at that time and that messed them up and so I had to stop waiting to see if it actually would fix itself and so I I got in a lot of trouble but besides that the yeah I tried waiting and I and I went back as I was looking through the logs it it actually made it to 800,000 or so in the hour and 20 minutes it was it was moving and still moving and it might have finally caught up and returned everything back to consensus etc but it being out of consensus and everything went slow the response times were slow and so it caused a major demo to be not working and that was that was big trouble for me. Interesting. So since that is doable and it reduces the time for a node to begin it seems like it's a it's the right thing to do starting with a copy of the ledger from a valid node. Right it's a good workaround and still be great if we could find the bug but it right now that's that's what we have as a workaround is to Yeah, you get a copy of the data directory and to make sure when you copy the data directory over you change the name of the sub directory to be the name of the node and then you're good to go. It's just added added overhead having to just to do that. You got to get the copy to the to the Stuart and they need to load it on their system so there's you know some additional work there that needs to be done depending on how much access they have to their to their system. Yeah, it just seems like you would get that at the beginning of the outlet upgrade process get one copy always use that one even though things would have moved on by the time you don't need to get it right before the as long as you have the majority that's what it sounds like the majority of the ledger, you don't have to have it perfect right because it's always going to be behind. Yep, it's just the logistics of delivering the copies of the files and getting those loaded on the machines. Okay, awesome. Okay, so now you're back on track and you're just doing the fifth, sixth and seventh nodes on demo net. Yep, that's right. The last two notes that I upgrade the first two were where didn't work very well and then the last two have worked great so the work around is working great. I mean, I'm sorry I'm trying to clarify. So some nodes you didn't have to copy the data directory but some nodes you had to. I mean, when you're great you have something that's practically the same and that shouldn't be. There shouldn't be so much catch up I'm sorry I'm confused. So, as I understand it, when you start up a new node, it reaches out to all of the other nodes and builds up its data directory build up ledger it from the data directory and I think what Lynn is saying is if you have start from an existing one. It can process it and then continue to extend it to whatever is missing. Okay. That's right. Any comments from you wait on progress. You're you're mostly and still in the documentation phase. Yeah. From my standpoint the documentation for the sovereign side is done. We just need to start notifying a select few stewards and get them to get on board with updating their migrating their nodes. So I can sort of to start with at least one at a time, go through the process with them and see how that all goes. I fired a link in the chat to some documentation that Lynn did on the troubleshooting. So, the other thing that Lynn and I have also talked about are in the progressive of doing. Mostly mostly Lynn is getting the documentation that in DCO and sovereign uses for setting up nodes and everything documented and included in the indie node repository so that it's probably available for everybody and this is more of a single single copy where we can all contribute to it. The directory out there and I've got the AWS one mostly done and then I'll be working on the other documents to get those out there and then I was going to add the validator preparation guide as well I think. But it reformatting that to be marked down is turning out to be a little bit heavier than I thought but it's a it's good to get it out there so I'm going to continue through and work through that and hopefully get a lot of that done today but Is that a Google Doc. Google Docs right now but what we're going to do is make them as Markdown and put them in the indie in the repository. There's a, I use a Google extension called Docs to Markdown. Yeah, that's what I'm using. I use that to start with but the somehow I haven't formatted it right and then all the sub numbers get to be 53 54 instead of being, you know, one dot three or whatever it is and so that the numbering is the start of it and then, and it's some of its outdated so it's taking some time to get an updated as well so it's, it's, it's all right, it's just taking a little longer than I had hoped. I also found chat GPT helps with converting the things like that. It's the only place I'm using chat GPT these days is to format Jason into CSVs and markdown tables and stuff like that it's surprisingly good at it. So I did have one other follow on a quick question I see Renata you're on the line here. I know you have some expertise in looking at logs and debugging what happened on networks and why things happened. It, it, are you okay if I put together something and send gather some logs and and send you the stuff to see if you can help to figure out what went wrong with the split brain scenario I'm seeing. Hello. So, I'm not sure that my knowledge is actual right now. But of course, could you please share your logs and I'll check my back and help somehow. And small joke I tried to generate daddy method throw to be the chat.  It's absolutely awful for the specifications. That's funny. Okay thanks I'll put together as best I can what the scenario is and what I think happened and send you the logs and thank you very much for having. If you can have a look at that. All right, any more on network upgrades that was great that was lots of lots of good stuff thank you man and thanks Wade. Awesome work land on on getting the two networks, almost there. And that is. I assume that includes cat herding with the stewards and things like that right. Yes. We send out a notification say please update within the next two weeks and yeah. And then it turns out we have to be on the line with them to add it back in and we thought early on that maybe they could just add their own back on and to start back up but it turns out that it's that doesn't work you have a meeting with them because it is regularly something that they haven't that they've missed because it's essentially is adding a new note to the network with an upgrade involved so. Doesn't surprise me. Good stuff. Okay. Excellent. Okay. So, this is a close system summit follow up. I threw this on to the agenda and thought we could have a discussion about it so this is an open discussion I don't have. I'll start with a couple of questions and I see we're not as here which is awesome might might be able to help out so if we think about Indy on Bezu. I mean, at least a configuration of how you and guidance at the absolute minimum of how to run indy on Bezu I assume there would be code involved in how to do it for a, a, a, of an agent and areas agent talking to the network so that would be needed. I guess I'll start with a question and just see where we go and just open up everyone encourage everyone have conversations so if I have a Bezu network I have a bunch of clients that are operating. Presumably, I'm, it's at least a permission network. So we want public reads from it, private permission rights.  Where would that data go. What's the, it has thought been given as to where that data would be put. Presumably it would not go on chain, or maybe it would. Would it go on chain would it go somewhere else what are what are the thoughts on that. We can use examples of other DAD methods used smart contracts deleted contracts. Yeah, this is that it's possible to keep objects inside smart contracts like a storage. So, of course, it should be in, in a chain. So, I believe, right now, to share our status. We are on the design stage and started some POC. So moments that we tricky moments, challenging moments that we see is a signature validation, because there is other ethereum signature that is not a D to five five 19. But we have to implement it. So it's not a blocker. In fact, there are some solutions. Anyway, we can implement it by ourselves just we don't want this idea because it's just cryptography. But anyway, it's possible. So right now we are looking at the different options and try to understand what we're going to do. Another challenging moments, of course, is a question of a format of the documents. So of course we can't absolutely duplicate the current API in video, but we think about making it as close as possible. And here we have a question about the storage, for example, because we want to keep to store the full DID document. Not just partly like meme, like a trip transaction and have a full DID document. But of course, every time, all the time when we try to change something to make it better, we need to change a normal API. So again, it's not something critical because we can do these changes to make it similar with the current API on the video level is the K level. And it will be okay for areas to update in video version, for example, without big changes. So our plan here is finalize some small demo, maybe, and just check in some specific moments. And after this, maybe create an open source hyperledger project to think together about this because right now we are close and dear so and brainstorm these topics and will be really, it will be really great to discuss it with the whole community. I sent a note at Hart Montgomery suggestion had heard back to Matt Nelson at Bezu, but I haven't heard back I don't know. I don't know him. So it was an out of the blue request but we'll see. I can Steven I can follow up with hard on that I'm going to talk to him later today. Okay. Daniel's queuing up some questions go ahead Daniel. This is mostly stemming from a general unfamiliarity with Bezu. So I had a couple of questions and I'll have to give credit to Sam for thinking up some of these questions as well. But so with Bezu and the proof of authority model. So like the more permission model for consensus. Does, is there anything like mining that is still required in that consensus model like is there any of that, you know, hash puzzle wasteful thing going on or is it completely different. It's completely different. We decided to use could be ft protocol. And yes, this one. So it's possible to do proof of authority for this consensus protocol with result gas price. Good to know. The other question I had was how closely related is Bezu to the Ethereum project is Bezu itself, like built off of Ethereum, as in like the chain code for it or is it just an Ethereum compatible blockchain and then if we, if there are close to close ties to the Ethereum project is there anything like if the Ethereum community decided to go and do something that wasn't really in line with our goals would we be stuck going along with that or what are the opportunities for divergence. If that's the case, I guess. I got it. Honestly, speaking with the community is our next goal. So speaking about Bezu projects, it's like an addition for Ethereum nodes, like private transactions, maybe you know about this feature for Ethereum. We have some additional teeny node, teeny addition for Ethereum node. And it's a Bezu. Yes. So for our project, we suggest to implement smart protocols, smart contracts, sorry, for deploying needs to Ethereum network. So it might be deployed with a Bezu network and for a clean Ethereum network, because we need Bezu for consensus, mostly for consensus part and very data specific. So basically you can use Bezu on the main net you could use a smart contract on Ethernet main but the reason we would use this is for the privacy and the permissioning. So we have a separate network spin up instances of Indie Bezu that are private and permissioned. Yep, right now we divided. We have a design a small PC. We divided authentication part and role model and SSI part. And finally, we can use smart contracts for a role model for trusty stores adding you know to throw trust, throw stored accounts, only for Bezu part. And if we can imagine a business case when we need to use Ethereum without Bezu, we can use just smart contracts for SSI and so for the AD and for an increase. And, and so your thoughts are that actually storing the full and on credit objects on the ledger is not actually like there is a way to do that, particularly if you're using your running your own network. Yes, it should be okay. It is a question about revocation. Tail files, as usual, but while we speak just about the documents it's absolutely okay storage like a full object. Yeah, okay. Revocation, yeah, you're right revocation becomes the issue but right now we're still the, the revocation entries, we have a relatively small still constrained by the size of the tails file. The tails file wouldn't have to go on the ledger itself. So, interesting. Other questions. So honestly, while we are working on some and design some moments, we are open for any discussions and we will be happy for any feedback. So it's not a project that we keep in secret just to be in a process of publishing our work. And during this, we will be happy for any discussions. Excellent. All right. Other questions. I mean, I, it looks to me like this would be a good way to go. But, you know, this is, this is the right thing. So design and POC spikes. Have you actually were not have you gotten, you know, I mentioned it would be sort of a layer I'm envisioning at least a configuration layer probably some code and probably an SDK for agents. So those would be the repos with the heavy lifting, it wouldn't be similar to that, that Bezu would be like Plenum, there would need to be a node wrapper around it in similar to any node today and then in the SDK. So is that the sort of structure of it you're seeing I'm just not exactly sure what the, what the structure would be have you gotten far enough in your design to be thinking about that. Mostly the same we don't plan some additional layers here. We just plan to have a network without consensus and business parts. It's just a smart contracts for Ethereum nodes. And speaking about SDK parts. We are going to integrate like a first MVP POC we firstly want to integrate it in current video and Indy SDK to make it possible to try in the current applications anyway. Without new specific tools as we like our community. Yeah, yeah. Okay. Awesome. Any other questions from anyone. Small addition to maybe activate our community. That's, there are, we understand that it is really ambitious project, and maybe not the first try. The main, why we are working on design and pure small pieces concepts right now because we want to be sure in this option. And the second item here is critical item. It is your feedback. So, right now I'm feeling like a blogger. But I really like your feedback to understand do really need it. So any comments. You're welcome. Just to, to, I guess, comment generally. I like the idea of being able to move to a, you know, more up to date a bigger community have a little bit more support in that sense. But it seems like there's some pretty significant challenges, especially with the migration from existing networks to to the new networks. So I think that would be a pretty significant challenge to overcome there. But in general, I'm in favor of getting us to a point where we have a better maintained ledger base to work from. So, yeah. It's a tough problem. Yep. Certainly the activity on Bezu the scalability looks impressive. And boy there's a big. There's a big community. We're not up. Here's a random question. I'm on the hyper ledger technical oversight committee. And last week, we had a presentation to enable the transition of firefly from a incubation project to a grad graduate project.  And I just wondered, is firefly a potential tool that could be used on the agent side as a way to talk to the ledger. So firefly enables is sort of a is known as a toolkit for connecting and allowing you to build your applications with a variety of ledgers. It occurred to me in the middle of that as I'm sitting here thinking, oh boy, we would definitely need a an agent side interface. Is there any possibility that or or does firefly have a potential of playing a role there. I'm seeing you looking up firefly so you probably haven't thought of this one before. I'm guessing that's a, I don't know, but anyway, I throw that out there as a possibility that's what fireflies intended to be. Whether it would help us in this particular situation, and particularly ideas of connecting to, and whether it could be used for two different networks let alone. Let's simplify the agent work for for connecting to an indie on Bezu, first of all, and second, would it actually give us flexibility in in multiple networks. It sounds like an interesting idea honestly for answering I need read more about hyperlens with firefly. So it looks like it's possible. If we speak about a new ledger, of course, it should be okay if we speak about agency then looks like we need to update agency for following this idea but honestly, I don't know I need to double check what is firefly. Let's throw that out there it is. Again, it looks like a very mature project it's got a number of you know it's very active. As I mentioned transition from incubation to graduate status last Thursday. It's got some maturity and whether that is another Lego piece that could be put into play or not I don't know I just. You know it's obviously kind of fits what they're trying to do whether it is actual a good one for this particular use case that's a different question. And Stephen and indie folks, hard on myself or other members of staff are happy to make any intrusion need to the firefly team if and when you want. So that's that's not a problem. They'd be excited to work with you I know they. They use dids in some capacity within firefly already some. Okay. All right, anyone with final comments or should we just wrap it up there. I have a quick quick question. Yeah. I stumbled upon something I'm going to put a chin the link in the chat, and I'm speaking backwards today. The other day, it seems like a, we're talking about basic as a replacement. Yes, or for indeed I saw that the other day and I was wondering if anybody has thoughts or has investigated because these sounds like is a non ethereum drop in replacement. It's written in the read me I haven't played with it at all and I'm wondering if it is any. Yeah, I should have. I should raise that and it's a good point. Dave McKay is someone we've worked with, and Vera did is his organization so he's worked with the Ontario government and done on that number of things with northern block and various other places in the community. And he directed me a while ago about the same idea which is to use a theory and bezu as, as a way to do a alternate to to Indy. And I assume this is what this link you've given a million was that work. I think so. I think so but he definitely has raised that idea, and, and, and begun a conversation about it and done a bunch of work on it so run out of this is something you might want to look into with with him. Dave McKay. Don't know about problem here I don't know why that name is there but Dave McKay is is the flatten. Yeah, he's definitely in the Canadian community and very good as a company in Canada he's, we've seen him a number of times. Yeah, so can in Bezu. It's not using a theorem. Yeah, but he is using Bezu. So, anyway, what is interesting but looks like exact exactly a copy of for the current India approach. So like skeleton of transactions without any validation. Yeah, it's a good idea we right now we think about having for the documents with verification methods and to add functionality of the methods. I think I would be a necessary component I agree with you. Yeah, just really interesting thank you. Yeah. Okay. I'll add that. Hey, any other comments. Thank you that was good discussion much appreciated. We'll go from there. And, as noted, feedback interested for DSR on the designs and POC spikes they're doing related to this. Good stuff. Have a good one all take care. Thanks. Thanks Steven thanks everybody. Yeah. Thank you. Bye bye.


Now, a brief little story. I jumped into Animal Crossing the series at Wild World for the Nintendo DS. That was my most played game on the DS, and then I jumped on to Let's Go to the City, which is also called City Folk. And then I played New Leaf. That is currently my most played 3DS game. I decided to review Animal Crossing New Horizons for the Switch a bit early, because I don't want to spoil what's coming. And I've played it for 3 days, so I feel like I am ready to tell you what I think about it so far. This is, like I said, a forever game, so that is also why I bought it digitally, like I said in my last video. If you didn't watch that already, you can go back and watch that. This is a game that follows in real life calendar and in real life times. So that means every day there is something new to do in Animal Crossing New Horizons. I'm gonna start off with some quick tips and tricks for the game. Okay. The first one is the rock hitting trick. Now you take your shovel and you create two holes, just like I am showing you right now, so that you don't get pushed backwards when you're hitting rocks. That way you can get everything out of the rock. Tip number two is collect fish bait in the sand. Every once in a while you see in the sand that it is sort of like squirting up something, yeah. Dig up the clams in the sand and create fish bait. You don't have to do that, but I find it convenient when I want to really farm fish in one spot. Another starter tip that I think everyone should know about is that you can purchase Nuukmiles tickets. And with those tickets you can go to new islands, randomly generated islands that you will never visit again, and collect resources.  My fourth tip is that you don't have to be stung by bees.  And my last tip is that you actually get infinite tree branches from shaking any tree. I have shown that trick to so many people now the past days, and they didn't know about it. Now the story in this time around in Animal Crossing is that you sign up for an island getaway package with Tom Nuuk and Timmy and Tommy, which basically means you and two other random villagers travel to a deserted island where you are now experiencing the full island getaway package. Immediately you have to start paying your mortgage for the tent and for the travel and all of that stuff. But after you have paid that mortgage, you get to upgrade your tent to a house and then you get a new mortgage. And when you have paid down that mortgage, you can increase the size of your house, add a few other rooms if you want to. So one of the main objectives I want to say is to pay your mortgage. So, you know, it has never been more fun to pay your mortgage than in Animal Crossing. Other than that, you can also expand your facilities on this island by doing the main quests sort of that you get from Tom Nuuk himself. Just follow what he says and do what he says, you know. Eventually you will get to open a museum on the island, a shop, and you will get access to new crafting recipes, including bridges. Eventually there will be moving new townspeople to your town and they have so much dialogue. I love it. I love the townspeople in Animal Crossing. There's always been like, I feel sort of connected to them when I've been living with them for, you know, a very long time. And my first two villagers this time around is the penguin, Ruald, and the horse, Renei. Nei. Well, there's a bunch of returning characters, of course, like Tom Nuuk, Timmy and Tommy, Blathers in the museum, and also Gulliver, and the Able Sisters, and so many more. Eventually you will meet most characters from the franchise, but you have to unlock certain things, you know, within what I call main quest. But Animal Crossing is very much about that unique gameplay, and it is definitely unlike anything else you have ever played. This is THE life simulator. So basically the gameplay in Animal Crossing, because some people are asking me, what are you doing in this game? There is no fighting and there doesn't seem to be any experience points and all that stuff. Well, let me tell you. This game is about collecting items and earning money, and the more items you collect, which is what I love to do, actually, I love to collect every piece of item so that I fill out my catalog. So that is a big thing for me, anyway.  In this Animal Crossing there is resources and crafting, I will get to that pretty soon. But the entire thing is just a chill, sort of relaxed gameplay style, and you kind of have to experience it for yourself to know what I really mean when I say that, because it's its own thing, it's so unique, and I don't think you have ever played anything like it. So the biggest change here is the crafting. You will have to collect resources like woods and rocks and sticks and all sorts of resources, and you create your tools, which are like the axe, a shovel, a net, a fishing rod, etc. And they will also break, so you will eventually have to either upgrade the ones that you have, or create new ones, you will figure that out. There are new items this time around, like the vaulting pole and the ladder. The vaulting pole makes you jump over rivers, because you have not gotten the recipe to craft bridges early in the game. But later you will get bridges, and later you will get permanent ladders. This game has local and online multiplayer. I am playing this game together with Reimo, my good friend. We have been collecting stuff together, building and figuring this game out together. This is one of the stronger sides of the game, playing together with other people. And today I even played with Katrina Beata. And I have also been flying to other people's islands, including some of my subscribers' islands that have me as a switch ad because of my Patreon, because you can add me as a friend when you support me on Patreon. So I have been playing with some of them, actually. You collect fish and insects, and there are so many fish and so many insects, and butterflies and all sorts of like, you know, bees and all sorts of critters. And this is where the museum comes into play, because when you find a new species, I think you should donate that to the museum. Try and fill out the huge museum. In my opinion, I think the museum is too big this time around. Too big and too many separate rooms. But it is fun to walk through a museum when everything is filled out, and when you have caught every type of fish and every type of insect, but that is gonna take a sweet time. Because some fishes and some insects are season-based. There are bugs you cannot catch until freaking September. The customization this time around is pretty much like what we are used to from a new leaf. You can customize your character to be a boy or a girl. You can choose the hair color and hairstyle.  The eyes and the mouth and the nose. You will also unlock more hair colors and hairstyles eventually. And you can also customize your furniture. You know, you can craft furniture. That is one thing with the resources that you have found. But you can also customize the furniture to be another color. So you can really make your home your home and show it off to all your friends. You know, that sort of thing. There are also custom designs, which are also called pro patterns.  Let that sink in. I want someone to create Esha gaming designs and then come to my island and give them to me. And now this time you can place items outside. We have not seen that before. Probably an idea that they got from Happy Home Designer, which I played on the 3DS. Really good game. Good game. Not as good as Mainline Animal Crossing, but really good game. I liked it. So you can create all sorts of, you know, scenery and places outside. Like I have created a place on the beach and you know, more things to come. I'm currently building my city the way that I want it. There are also plenty more places and things to do and that will unlock gradually when you play. The longer you play, the more you will unlock in this game. The game may seem a little, you know, sparse in the beginning, but you will unlock all sorts of things in just a matter of a few days actually. Yeah. Inside the houses, it's now easier to move around your items in your house. There are still crossbreeding of flowers and I'm gonna get really into that really soon. There is better storage than before. The storage is way more, you know, appealing on the eyes. It is just better than what I am used to from earlier. So the storage is really good and I filled up my storage on the second day. So this is also a game that I recommend you check in on every day because there are new items in the shop. There are new items also in the nuke terminal every day and you will get some points for logging in. Every day. The townspeople will also keep you up to date if there are new visitors in your town. So talk with them also every day. This time you have the nuke phone which works exactly like a smartphone where you have the apps like a camera. You can take pictures even with filters and you can check out your nuke miles which are small tasks that you can do every day and they're so much fun. There are five tasks that you can do immediately and the rest of them. There are more like the complete progression of your entire game. You have the critter pedia where you can keep track of every species of fish and insect that you have caught so far. You have your do-it-yourself recipes, DIY recipes and those are basically just your crafting recipes which you will collect in the game. You will receive them from your neighbors, find them washed up on the beach in a bottle or shoot them down from the sky from the presents hanging from balloons and you can see your passport where you can actually edit your title. That is a place where you can be really creative. So that is going to show on your passport eventually. You can check out your friend list and you can also add people as best friends. That means when they are at your city visiting you online or local they get to use their tools in your city and wreck havoc. If you let them be your best friend they can actually do that. Later in the game you will get terraforming. Actually you can change the directions of rivers and cut down mountains. I have not gotten that far into the game yet. But you can do that. Fruits play a big role in Animal Crossing because there are six different fruits. There are the pear, apple, orange, peach, cherry and coconut. Mm-hmm. I have gotten them all already. But you know this is only the gameplay section of this review but I could really go on and on. So let's move on to graphics. I think the graphics are massively improved from New Leaf. It's like night and day with the graphics. It is so incredibly detailed and you can clearly see textures in the fur and on like the clothes.  It's a very colorful, happy sort of looking game. It's really crisp. Both on the TV and in handheld. I play on TV and when I go to bed I play a bit in bed. So I play everywhere. Animal Crossing is life at the moment for me. I love the simplistic menu designs. I needed to mention that. However, I think the fonts feel a bit big but I think they decided to make the fonts really big because this is a series that a lot of older people are also enjoying. Everyone is enjoying Animal Crossing. It's a game for everyone. There are so incredibly many items in this game too. Incredibly many items. Love it. The insects and the fish look also very realistic and it's just a gorgeous game. Now I'm not looking forward to talk about this section of the review. That is the music. The music in this game drives me insane. I don't like the main music when you are walking around your city. Earlier I have been used to Animal Crossing games having a new tune for every clock hour that is 24 different versions of a sort of like song. But this time around I am sort of surprised to feel that it is the same tune all day, every day at any time of day. It makes me crazy and there's no way to edit that in settings because then I would have turned down the music and just keep sound effects on and voices but I can't and it makes me insane. The music is however really better, actually really better if you know what I mean. When you travel to islands using the tickets I actually enjoy the music on those islands but not on mine. I don't know what to do about that because the music is just too repetitive. It is the same tune, same tune, same tune makes me insane. However, the sound effects are detailed and all of that you can clearly hear when you are walking bare feet on stones and sand and grass. Sound effect is different and you know it's really detailed. For me, however, I think music is a very important thing in a game of this type. So that is why I say what. But another thing is that I've always enjoyed the way that they talk. My verdict as of right now is that this is as close to my type of game as you can possibly get. This is my type of game has always been since the DSA era Wild World New Leaf. Let's go to the city, which is a really long title for a game. I have always loved Animal Crossing ever since the first day that I decided to buy Wild World in 2006 and they even had online play back then. Another thing I love about Animal Crossing is the social mess and showing off my island to friends and you know, there's also do-do codes, but they are temporary for each session. You can post your do-do code on Twitter, which I have done a few times and then you can get random visitors, visitors, fun stuff. The drawbacks in this game is that the vaulting pole is really tedious before you get bridges. So I'm just waiting to get more bridges now. I have only gotten one bridge. I'm so tired of the vaulting pole. Also, I feel like the loading screens when someone travels to you and when you travel to their town is too long.  Maybe that is something also that they can fix. One thing that is really annoying is that I am a night owl. So when I play this game and really farm fish and insects, you can only sell items in the shipping box outside of the store, which will only give you 80% value at night. And also I feel like there are too many options and it's too complicated to open your gate and to travel to someone. It should have been more streamlined in a list. Other than that, this is a 10 out of 10 game for me. I'm looking forward to collecting all the recipes, upgrading my house to a mansion, with a kitchen, a bathroom, and maybe a gaming man cave in the basement. Thank you so much for watching. Follow my Twitter because you need to follow my Twitter and also you need to subscribe to this channel. And I will see you later. Bye.


Hey everyone, welcome back to VG news. We got six big stories for you today, a lot to get into, including something that has to do with Nintendo Switch 2. We got some stuff dealing with Zelda, we got some stuff dealing with sales data and Dead Space and a whole bunch of craziness. So if you're really enjoying this, I'd appreciate it if you subscribe to the channel. We are on our road to 150,000 subscribers. We wanna keep this show going. One of my best shows, I think we've ever produced at Nintendo Prime. Let's dive in here. First with an update on Pokemon Go. You guys know about Pokemon Go. Well, today it dropped a new 15 second trailer on a major update using the hashtag rediscover go. Now, we don't actually know what this update is going to be, but what we do know is there's still a lot of people playing Pokemon Go. According to sensor tower and activeplayer.io, there's roughly 86 million active users still playing Pokemon Go just in the last month. Now, this is a far cry from the peak of the game where there was over 200 million active users, but it does show a pretty thriving community that they wanna try to get back to that peak. They got it to release some innovative stuff. Now they've talked about big updates in the past and for the most part of those updates really let people down. They weren't quite what people wanted and they've under delivered. So this one, people are a little bit tepid about, but there is some hope on some very specific changes that people would like to see come. You know, there's speculation about there being a biome update or a Kanto tour, possibly some massive changes to PVP. But again, a lot of this is very skeptical because people really aren't happy with the direction of Pokemon Go in general.  So plenty of people are actually happy with it, but clearly if they wanna get back to the peak, they're gonna have to make some major changes. Again, Pokemon Go is one of the most popular games still today on the app stores. So we'll have to wait and see what this is. There's no announcement on when this update's gonna come, when we're gonna get more information. 15 second tease, something's happening. That's all I can really tell you guys. Now, next up we need to dive into Dead Space. Oh man, if you guys don't know, a Dead Space remake released last year, here's some footage in fact of that. I wanna dive into this because it's really been a big headline over the last 24 hours. And it's not for a reason we actually want it to be a headline. Dead Space is a beloved franchise controlled by EA and created by Motive. And typically if we were talking about it, it would be about a new remake based on the one last year and possibly even a new entry title. Unfortunately, all the news today for the franchise is on the negative side instead. If we look at how this all began, folks, it actually began with video game journalist and insider Jeff Grubb who on one of his many copious podcasts had this to say. They were working on Dead Space 2 and they are no longer working on it. It is on the shelf because the first games had lackluster sales is how it was phrased to me. Yeah, that's so if you were looking forward to a Dead Space 2, it's bad news. It straight up is just bad news. Does this mean it never happens? I don't know if that's the case. It was in the concepting phase, I believe something like pre-production and now that work has been put on the shelf. Now IGN followed this up with really reaching out to EA for comment and surprisingly EA left the following comment. We don't normally comment on rumors but there's no validity to this story. Yikes. Pretty rare for a company to actually comment on rumors. It's not something they typically do. The story may not be that crystal clear, however, just, hey, what Jeff Grubb said is entirely wrong. That's because of another journalist known as Jason Schreyer from Bloomberg who went even deeper into this. But before we do that, I want to actually get into Jeff Grubb's response to IGN's article that he put over on X where he said, I give you permission to believe EA if you want. But whenever a company says that isn't true but they don't specify which part of the story they're talking about, well yeah, Dead Space 2 was definitely being planned. It had a code name and they aren't making it now. So yeah, there's Jeff Grubb doubling down on what he was saying. But let's get back to Jason Schreyer who I already mentioned. He wrote an article on Bloomberg about all of this and thankfully gave a breakdown about it on X since Bloomberg is sitting behind a paywall. Here's what he had to say on X. Yes, Dead Space is on ice once again. EA's motive explored ideas for a new entry early last year but none were greenlit. Chief Hope was for a new game, not a remake of Dead Space 2. Despite today's rumors, though both sides were explored. Okay, so it's possible Jeff Grubb got some information that might've been a bit exaggerated. But what about the code name Jeff Grubb said exists? Well, Jason actually had a very clear explanation of this and he decided to quote, tweet or whatever they call that now on X. Jeff Grubb and give a response on the code name. He said, let me clear this up. Modive used the same code name to describe whatever project that the Dead Space team was working on next. Hence the confusion on Jeff's part. It was never really a Dead Space 2 remake and for nearly a year it had nothing to do with Dead Space. In other words, Modive uses the same code name on all of their new projects and this is not actually industry standard. Most studios will actually have individual, separate code names for each product and yeah, that's just usually how it works. I mean look, we're still waiting on the code name for Nintendo's next system. So code names typically don't work this way but this is how Modive does. So you can understand how, let's say they had a code name for the Dead Space remake and they were using that code name again where Jeff Grubb would presume that meant that hey, Dead Space 2 remake must be in the works because I've been told about this code name that's currently being worked on that lines up with the first game. So I can understand what some confusion might be there. Obviously if Jeff Grubb would've never said they were developing the game, that might have been and got canceled of course that maybe there wouldn't be all this confusion out there but in the end, look, none of this is good news. We can set aside Jeff Grubb and Jason Schreier and all of this and just go with the fact that no, a Dead Space 2 remake is not being worked on. In fact, no Dead Space game is being worked on. So even though the Dead Space remake released last year, Dead Space 1 and was received pretty well, it appears that its sales weren't good enough to continue to make it. I do worry this might be the end of the Dead Space franchise as a fan of the franchise and someone who enjoyed the remake last year. This is unfortunate news. Welcome to the AAA industry guys. Things have to sell quite a bit in order for them to be worth continuing. Now last week we had a story about a new Prince of Persia game called the Rogue Prince of Persia. This came from Tom Henderson at Insider Gaming and it was a rumor at the time because obviously the game had not been revealed and he said it would be revealed on April 10th. He also said that it would be on Steam Early Access and it was made by one of the developers behind, well, Dead Cells. So pretty exciting stuff that they started talking about this back at the Game Developers Conference 2019. Yada, yada, yada.  Well, the 10th has now come in past. That was yesterday and yes, the game was actually announced with this trailer. Now, the game is titled the Rogue Prince of Persia and the review trailer also stated that the game would be on Steam Early Access on May 14th, so there you go. Congratulations, he was right. Rocking a unique art direction compared to the rest of the series, developer Evil Empire, yes, one of the primary developers behind Dead Cells is clearly taking what they know best from their prior work and applying it to the Prince of Persia franchise. Now, this trailer itself shows a bunch of cut scenes and literally has one of the smoothest transitions to pure gameplay I think I've ever actually seen on a trailer, so it's really cool. It looks fun enough and different enough to the Lost Crown that released earlier this year. Now, we don't have any other platforms but PC announced for the title at this time and beyond Steam Early Access, we have no release dates or pricing information either. You can apply however, if you go to the official website to be part of the alpha, which is probably what Steam Early Access will basically be. Chances are the game won't release either late this year or very early 2025. We don't really know obviously, you know, if this game's almost done. Tom Henderson sort of hinted that it would be in considering that his entire report looks to be correct. The fact that he thinks this game is coming out this year probably indicates that it really is coming out this year. I'm pretty excited about this in general. I really enjoy Prince of Persia and we're seeing a big resurgence this year with the Lost Crown. This game looking pretty solid. Obviously, yesterday we had a bit of news on our Prince of Persia remake of Sands of Time and also from Tom Henderson. So, chances are all these reports from him from Ubisoft are pretty spot on. He's got a really good track record here. Credit to him and Insider Gaming for their scoop. So, really cool stuff and that actually leads nicely into our next story because Saber Interactive recently left Embracer Group which is interesting on its own and we talked about it last week. But what's actually cool is that the CEO Matthew Karch did an interview with IGN and he had a lot to say. One of the biggest thing that he wanted to talk about though was this idea of the triple A game and this idea of how much money it cost to make them and $70 price points on games and how he doesn't think they're sustainable. Now, it is of note that their game that comes out later this year, Warhammer 40K, Space Marine 2, does cost $70. And it's really weird when he looks at this because he does think that, one, the game is the best that they've ever made but he didn't actually wanna price that game at $70. He thought that gamers would think it's a lower quality game if it wasn't priced at $70. Quite a fascinating outlook. But here's what he actually had to say about $70 price points and sustainability in the video game industry. I think as games become more expensive to make, the $70 title is going to go the way of the Dodo bird. I do. I don't think it's sustainable. Look, you remember the hype for Cyberpunk which I think actually ultimately performed okay but then the expectations are so high and so much money was put into one title. It's hugely risky for a company that's doing it. What if it fails? You remember what happened when Ubisoft a couple of years ago all their titles slipped out of the year and then all of a sudden they were in an entirely different place? It's hard to recover from that. I think the market is going to shift to development which is not necessarily lower quality but there's going to be an emphasis on trying to find ways to reduce costs. Now, Matthew Karch, the CEO of Saber Interactive also ended up being on the board for Embracer Group and he was the one that suggested that they should let Saber Interactive go and he obviously left with Saber Interactive. Now, the note here about cutting costs, he does say that, hey, AI is part of the way that they could end up cutting costs but it's not really going to be enough. So some of you guys out there might be like, man, all these thousands of jobs being let go in this industry, they're all replaced by AI, not actually the case. And he would obviously know because he's on the ground floor with these games. So what did he have to say about that? And in particular, why he thinks there's going to be a game shortage, that's right. He thinks there will be a game shortage very, very soon for us in the AAA space that like to play AAA games. I think there's going to be a real shortage of game content over the coming few years. You've seen how many layoffs there's been, you see how many games have gotten killed but we have a lot of good projects going on and I'm proud that I feel really, really strongly about it. Of course, we here at Nintendo Prime, we do realize that Nintendo themselves had their first Switch game launched last year at $70 in Tears of the Kingdom. And Nintendo arguing that the price point of the game, four Tears of the Kingdom is going to be decided on a game by game decision. And Tears of the Kingdom was particularly $70 because, and I'm quoting, a type of experience fans could expect. I don't understand how $70 reflects a type of experience, but then that goes to show that, you know, what Matthew Karch was saying that, hey, if we don't price space marines to at $70, people think it's a lesser game. Nintendo wanted expectations to be higher for Tears of the Kingdom and now they want you to think, hey, if we charge $70, that's the kind of game you're going to get. We'll see if that ends up holding true for future games that Nintendo decides to charge at $70. Meanwhile, though, we have to understand that a lot of times the $70 price point might not be due to this. Really recently, Ubisoft launched Skull and Bones and called it the first quadruple A game and they charged $70, that was their justification because it's a quadruple A game because they got a lot of criticism over it because Skull and Bones is missing a ton of content. It's very lacking and because it's lacking in content, it doesn't feel worth it to most consumers to spend $70. But here's reality, Ubisoft threw a lot of money at Skull and Bones. They ended up not being able to realize their full vision. They're probably out $100 million, $200 million plus dollars. They realize no matter what Skull and Bones is probably gonna lose money so they figure we'll charge it at a price where we can actually recuperate some of those losses at a decent margin. Of course, Ubisoft, the game might already be discounted by now. That's just how they handle things. Still, this is just very fascinating to me and a big story and one that I just wanna say is getting a little crazy. These $100 million, $200 million, $300 million budgets are a little insane and I do think he's right in that they need to find a way that AAA industry does to get this under control. Only very select franchises, such as Grand Theft Auto should really be justifying 300 million plus budgets. So we even saw recent stories that like Sony really hadn't made that much money or any money on Spider-Man 2 yet. So look, the budgets are out of control. That's just reality and we gotta find a way to get them under control and AI is not going to be the be-all-every-one solution. There's gonna be a lot more ways that they're gonna have to be more efficient. They're gonna have to maybe not make games so large, maybe not focus so much on having the greatest visuals all the time. Don't think this will have much of an impact on Nintendo. Tears of the Kingdom is one of the few games that they probably spent 150 million plus on, but I don't know. Just kind of a story to throw out there and give you guys some food for thought. Now, next up, we need to go into the story simply because this is a lot of fun. This is a fun story, but it also shows that Nintendo games in 4K isn't like a dream for Nintendo Switch 2 because you see, Nintendo Switch 2 or whatever they decide to call their next platform, again, we don't have a name, has a bunch of rumors swirling around it about 4K, DLSS, upscaling and all of that and most of the tech sounds pretty fun, but we're all just guessing right now, right? T239, what are the specs gonna be? It's supposed to be a fully custom chip so we don't really know all the particulars. We just have a good idea based on an NVIDIA leak from two years ago and who knows how accurate that leak even is today for a platform that might not come till 2025. They could literally change out the entire chip in that time, so we don't really know. Still, for us Nintendo fans, 4K Nintendo games sounds dreamy and thanks to emulation of the Nintendo Switch, we have seen a lot of Nintendo's games in 4K all over YouTube, but what we really wanna know is what does Nintendo's games when they develop them going to look like in 4K and we actually sort of have an example on Nintendo hardware now thanks to a particular content creator. Now look, we were all thinking Nintendo games would be in 4K due to DLSS and upscaling tricks on Switch 2 and that still might be the case, but did you know that we're actually not that far away from being able to run Nintendo's best games like Tears of the Kingdom in 4K on the Switch? No, it can't be done normally, but this is quite fascinating. Now, a content creator went ahead and did something really unique for Nintendo modifications. You see, we see people go in and overclock the Nintendo Switch and get more performance and slightly higher resolution, especially when there's that bouncing around resolution, that scaling resolution that scales based on the available performance of the system in the given scene. Well, what about adding more actual RAM to the system? Yes, that does require some massive technical knowledge and the ability to do direct hardware modifications to the board, replacing the original RAM with a higher capacity module and just hoping the motherboard even recognizes it and has the power to use it. Well, content creator Naga went ahead and hard-modded an 8-gigabyte module in place of the 4-gigabyte one of RAM onto Nintendo Switch and applied the maximum overclocks he could achieve on a Tegra X1 on stock Switch hardware. And then he ran tiers of the kingdom at 4K. Note that when he says he tried to do this with only 4 gigabytes of RAM, the game actually crashed. Now, here's the game running at 4K. I want to note here all over that his video is unfortunately only in 1080p. So while our video is in 4K, this is a 1080p thing you're seeing and we don't have 4K direct footage that we can share, but still, things do look noticeably sharper and crisper anyways. And of course, the frame rate is tanking hard, hitting the single digits in low teens. And then even when he enters a shrine, which is significantly more playable, it's still only hovering between 18 and 24 FPS. Of course, just upping the RAM wasn't going to simply make tiers of the kingdom playable and enjoyable at 4K. But the point here, at least for me, is showing how easy it was to get a Nintendo game on Switch with Switch hardware at 4K by simply doubling the RAM. The Switch 2 should have at least eight gigabytes of RAM, if not 12 or 16, and also much more modern hardware features, a way better CPU and GPU, et cetera. Showing that at least with what they are doing on Switch, getting those games up and running at native 4K with 60 FPS may be a fairly easy task. Of course, Nintendo's highly likely to push their games even further with the new hardware. So the next big open world 3D Zelda game will probably be targeting 1080p at 30 FPS, reliant on technology like DLSS to get the 4K, but that will be by choice so they can leverage the power of the new platform in new ways. Still, it is fairly impressive that four gigabytes of extra RAM is all it took to get tiers of the kingdom at least running in some form at native 4K on Switch. And it shows that Nintendo should have no problems bringing their old games to 4K 60 FPS, or even targeting native 4K with their games out using DLSS unless there's obviously reasons they wanna use that power for something else. I'm just really looking forward to Nintendo's next platform and this little proof of concept is just a thought experiment but a thought experiment that proves something and makes me just even more excited for that new powerful platform. Now, our next story is some Femitsu sales updates that again come from our good friend Paul Gale Network. He went ahead and posted all of this stuff on here up from last week. So let's go ahead and show his tweet here where it says Femitsu sales from April 1st to the 7th, show Princess Peach Showtime is still number one at 19,612 units. Then you see Mario Kart 8 Deluxe, Rise of Ronin, Super Mario Bros. Wonder, Minecraft Splatoon 3, Nintendo Switch, Sports, Momotarou Den Tetsu, Animal Crossing New Horizons, Super Smash Bros. Ultimate there as well. And then you see the hardware sales chime in with Nintendo Switch at 71,942 for the week, PlayStation 5 at almost 25,000 Xbox Series chime in in there. And this week, back in 2023, Nintendo Switch was actually ahead of that week where it sold 52,510 last week. PlayStation 5 is also ahead as is the Xbox Series. So week to week comparison to last year, actually a pretty good bump. Now, by April 14th, which is less than a third of the year, Nintendo Switch will have sold over 800,000 units in Japan. And you know, that's really fascinating, but did you know this? Femitsu has now stopped tracking 3DS sales. They did it, and they did track it for 384 weeks, which is slightly over 13 years, as you're seeing with Paul Gale's tweet here. This is a reminder that once Nintendo Switch 2 comes out, don't expect the base switch to stop selling. All of a sudden, it will have legs, which is a very good point to just mention. Also, Paul Gale goes out to also mention something else that I'll just toss in here towards the end. Considered a bonus story, but I'm gonna include it with the Femitsu sales. John Cena put out a post featuring an 8-bit version of Link. Now, John Cena does this stuff all the time, and Paul Gale actually got to meet John Cena during the marketing campaign for Nintendo Switch, so he knows him a little bit. What I will say is that I don't think this really has to do with anything. People are speculating it has to do with the Zelda movie and something else. Personally, I don't think it really means all that much, but there you have it. That is our VG News for today. Hopefully you guys had a really good day. I know that I did, and I am looking forward to doing the next episode with you guys, because folks, VG News is here to stay. We're having a lot of fun, and I'm gonna go ahead and catch you guys all in the next video.


In a quest to boost economy in Nigeria by producing quality products that meet national and international standards in the 21st century, the eighth indigenous manufacturers in Kaduna have met to set the global international market standard. Here are the details of this report as presented from our studio. Standards organization of Nigeria, ESO HENG, has presented mandatory conformity assessment program man-cap certificate to eight manufacturers in North West office in Kaduna. Speaking at the presentation of certificate of awards to the manufacturers in Kaduna, the director general of standards organization of Nigeria, Farooq Salim, says the aim is to ensure consumers get value for their money through quality and protection of lives. It asks companies to maintain standards to compromise standards of the product after receiving the man-cap certificate as ESO HENG will sanction any manufacturer with substandard products. He explained that man-cap certificates are being presented to beneficiaries to show to the world that their products have met the required standards to boost marketing of their products which shows that they have met the minimum standards. In our remarks on behalf of the recipient, Sadia Bashir expressed her joy on receiving your award and gave assurance that our organization will continue to produce high quality products like PPEs, doctors, apparels, bedsheets, face masks and others. For now just in Nigeria, I won't say Kaduna only is in Nigeria, but hopefully we will start exporting soon. While express optimism that the product wasn't found its way all over Nigeria and also become a global commodity as they push towards exporting to end foreign exchange for the country. Hello, hope you enjoyed the news. Please do subscribe to our YouTube channel and don't forget to hit the notification button so you get notified about fresh news updates.


Thank you very much, Phil. And thank you New Zealand for having me at some, like Phil says, it's the first time I've been to NDF and I'm really, really excited to be here, so that's great. As Phil said, I work at Museum Victoria in Melbourne and my job is to put collections online. This talk's going to be a little bit about that, but really what it's going to be about is the philosophy and principles underlying what we're doing and what we are trying to achieve, not only with our data, but also with our images. Oh, and first, before I keep talking, I'd like to just say a really huge shout out to our fantastic interpreters over there. They've been doing such a wonderful job. In the Deaf community, when you want to applaud people, you go like that rather than clap. So I wonder if we could all give a really fantastic thank you and clap to our sign language interpreters, because they really are doing a wonderful job. And I'll try not to talk too fast. So the underlying principle about open access to collections has been with us for a long time. Museums put collections on display and exhibitions once in collection halls once used to look like this. You could come as a visitor and view the collections. And if you were very diligent at reading labels, you might even leave knowing something you didn't know before. So now, our collection exhibitions look something like this, which really, in some ways, isn't all that much different. What's different, I guess, is the digital labels and the labels that provide us more of an opportunity to put to put extended information, images and stories about the objects that we're putting on display. So, but as I said, what I really want to talk about today is not so much physical access to the collections, but the sense of online and connected access to collections information that putting our collections up onto the web provides us. I'm going to start from the premise that open is everywhere. So we talk about open science. We talk about open access publishing. Penny was talking about that yesterday. We talk about right to information now, rather than freedom of information. We talk about open source code. We talk about public information available for public good. So initially, I had a whole lot of slides to try and convince you that open access and making things open was a good idea. But I think in this audience, you don't really need to be convinced. If there are anyone who is in the audience who does need to be convinced, speak up now and I will try to convince you. But otherwise, we'll continue on. The bottom line is that museums have a lot more stuff in their collections than they can ever put on display. And there's plenty of things that never ever get beyond the store, particularly if your museum's got science collections like we do. This slide shows stats for the British Museum, which has 42,000 objects on display. Now, I don't know about you, but I'd seriously get museum leagues if I had to try and look at 42,000 objects in one visit. That's out of a collection of 7 million objects, which is only 0.006 of their collection. And Peter speaking yesterday also gave stats similar for the Rikes Museum, where he said that they have 8,000 artworks on display out of a collection of 1 million. So clearly providing access to collections online changes the game, as you can provide access to so many more things. At Museum Victoria, this is our current collections online site. And at the moment, we have just over 79,000 items on the site. Only a fraction of these are on display. And this set of information is only for our humanities collections. We also have sciences and indigenous cultures, which are not yet available through the interface. Each item on display has one or more images of varying quality, including some really dodgy images taken off a video disc. It's got text either written by curators or gathered over many years by various registrars, collection managers, curators and researchers. And you can see there's a few widgets up there too, things like is this thing on display, the map showing the various provenance and location information for the object. And right down the bottom of the screen that you can't see on this slide is a place to leave comments and lots of people do. But we've also put collection information out all over the place. We put about 8,000 historic images out to Historypin, for example. We put that data out onto Historypin, really just because we could. And because we thought Historypin was just such a cool project. This one particularly wasn't a strategically thought out decision. But after hearing Courtney telling us of Paula's experience of using Historypin with her father, it just makes me so glad that we just did dive in and put the images up. One of the curators who we initially approached to say, could we put these images up, sort of hummed and hard, scratched his head, and said, oh, yes, maybe we'll have them ready in about five years. And I thought, no, I'm just going to do it. So we did. So I think sometimes not thinking too carefully about who are your users going to be and what are their needs. And just doing something is good. We also have artworks up in Google Art. That was a difficult decision for us because we're not an art museum. We don't generally have art collections. And there was a lot of discussion about whether we even had a strong enough collection at all to be able to view it through the lens of art. But we're in there. We've got 188 items up there. And it did allow us to find an excuse to publicly make available some of the items from our Indigenous cultures collection, our scientific artwork collection, and our rare books collection from our library that we haven't got anywhere else, although eventually they'll hopefully make it into collections online. And all 79,000 of the items that we've got in our collections online site are harvested every Monday morning at six o'clock in the morning and go into the National Library of Australia's Trove site. Trove is very important to us, even though it's not a site that we run, because it's consistently the highest referring site back into our collections online. So people are finding stuff in Trove and then they come to visit our site. That's highest referring above Google. So it's a very important site. And we think it's very valuable to be able to share our records through into that resource. And then there's a project that we heard, some of us heard about yesterday, which is the Atlas of Living Australia. And Alexis from South Australian Museum talked a little bit about sharing their data into that project. Oops, if I actually showed you the slide it would be good. We put about 560,000 specimen records and about 13,000 images into the Atlas of Living Australia. This website takes scientific data and aggregates it with records from museums, herbaria, government departments, and CSIRO, so from all around the country. In aggregate, the data is much, much more useful to the researchers than having to come individually to each one, each organisation, and ask us to share. The main use of the data is by researchers who continue to download their use is to download the data and then do their analysis on it. So we make that available for them to do. And finally, of course, we put data into Digital NZ as well. Digital NZ uses our open access public API from our collections online site to pull all references to objects related to New Zealand into Digital NZ. So, you'd think with all that data that we're sharing and all that we're already doing, we'd have all our rights and licensing under control, but you'd be wrong. What we found in sharing data out to these other sites and in wanting to make our collections more available to people to use was that what we really had to address was this, the copyright footer. At the moment, all of the information that we put out on our own collections online site, as well as our main website, the rights information is covered by this copyright footer, which I'm not expecting you to read. But it starts. Museum Victoria makes its material accessible to the public. And then goes on to tie the user up in all sorts of legal jargon. It's the right sort of statement or an expected sort of statement for about a decade ago, which is about when it was written. So what we really wanted was to get to a point where the content was licensed at what I kind of call not point of sale, but point of eyeballs. So rather than by inference only, I mean seriously, how many people really go down to the footer, go to that statement and actually read it carefully. It's a bit like the I accept terms and conditions, isn't it? So what we really wanted to do was do better with making our collections open. And in fact, we're now in the position of having to start having some of those conversations about open licensing. Anything that we put out to the Atlas of Living Australia, for example, must be openly licensed. So and you can see I've put a circle around the Creative Commons by license that we've put on that particular image, which I picked just for you for the amusement of the species common name at the top. One reason the Atlas requires people, requires contributors to put that open license on is to avoid the issue of license stacking. It's problematic for big aggregators. As I said, one of the main things that people do on the Atlas of Living Australia site is download data. So you don't want to get into a situation as a data provider, where a user is unsure what they can do with the data. The user doesn't want to be restricted by the most restrictive license that's on any one particular record. In fact, the data side on the right hand side of the screen is actually licensed with a CC0 license. So you can take the data and do whatever you like with it with the image we've got a CC buy. Another project that required us to think about it was with our local education department, where we set up a series of education resources in our learning lab. The education department, as you can see down the bottom, required all of that content in order for us to participate in their project and get funding from them, required that the content would be openly licensed. That was so that the education department could guarantee that schools weren't going to be charged copyright fees for the use of material that we clearly intended to make free. And there are definitely instances where schools have been charged. So we're inspired by the work of Michael Edson, so another shout out to Michael, and the Smithsonian Commons prototypes. And we decided that we wanted to go along a path of being much more explicit about how our content would be licensed online. And I'm just looking, I think we might start playing the video. A third of Smithsonian web visitors identify themselves as enthusiasts, lovers of art, nature, science and history. This story shows how the Smithsonian Commons helps enthusiasts and citizen researchers to find and engage with Smithsonian resources. I work as an electrician by day, but I'm an amateur astronomer by night. I keep track of a lot of astronomy resources on the internet, and I have a blog where I keep in touch with friends and share what I'm working on. Every year I give a talk about astronomy at my kid's school, and this year I'm making them a web mashup that links the sky chart to photos and videos that explain celestial features. I've met a lot of great people through astronomy, and I want to contribute something back to the community. This amateur astronomer uses his phone to subscribe to a number of astronomy-related RSS feeds. This one is from the Smithsonian Commons. He's notified that there's a new picture in the Commons from the Smithsonian Astrophysical Observatory's Chandra X-ray telescope. On the Smithsonian Commons, he sees the image in the context of the whole Smithsonian with links to deeper information, related topics, recommendations, including related exhibitions, interviews with staff experts, and e-commerce opportunities, communities, and opportunities to participate and get involved. The image and associated images are available in high resolution, and because he can clearly see the sharing rights associated with this picture, he knows that he has permission to modify, adapt, or incorporate this image into new works. He uses sharing tools to embed the photo in his own blog. And we might stop the video there. Thank you. So Michael has a set of four videos that he put together with the Smithsonian Commons. If you haven't watched them in the past, I'd really recommend that you do, because they really set out a model for what could be for collections online. We're also inspired by others taking the initiative to start talking about open licensing, and there are many. I won't actually play this video, but it was first shown just last week at the Museum Computer Network Conference in Toronto on a panel convened by Ed Rodley called After You've Opened Pandora's Box. And it's talking all about that panel was talking all about openly open access to collections. In this particular video, Meretta Sunderhoff from SMK Museum in Denmark talks about their decision to go open, and she talks about the change program that was initiated by the SMK Museum's decision to start to participate in the Google Art Project. And what would that mean for sharing their images online in Google, but also through their own services. That's also a really good video. I should also just point out too, once the slides go up on SlideShare or through the NDF other mechanisms, there's links to every single thing that I've got on here that you can follow and watch for yourself later. So where did we start? A new strategic plan sets out a primary goal of digital transformation. Now no one in the organisation quite knows about what that means just yet, but we know it needs to extend across all our activities. So while we're in a bit of flux about definitions, it's a good time to introduce the concepts of open access. When talking about open, I've also been asked repeatedly, repeatedly, but what does the museum think? We have a lot of museum buildings, but I don't think any of them are going to tell me what they think. So a small working party has formed our legal council, the head of records archives in the library, the manager of our collection management and digital asset management systems and me, who's not there, the curators, the photography department, the content generators, if you will, and commercial and marketing are also missing. We see them as stakeholders, but no one from those areas has been really active in these discussions. We were the ones making the noise, so we were the ones who thought we should do something about it. We will talk to those people, we won't just leave them out altogether. So we did a lot of reading, we educated ourselves, we went to training, we participated in a review of copyright law in Australia.  He was the first director of Museum Victoria. We stated an ambit claim of open access to everything collections related and another ambit claim of licensing all Museum Victoria owned in copyright content with the least restrictive Creative Commons license that we could offer scientific data, no license at all. We want things to be, we want Wikipedia to be able to use our collections. We want people to remix and reuse our content. They were supportive but cautious, so we went even higher. We consulted a member of our board who's also an IP lawyer. After an initial raised eyebrow, we now have the nod to write a policy on open access. We'll be making a quite deliberate statement of what does the museum think. We've also consulted a significant figure in Australian Creative Commons movement, Professor Brian Fitzgerald. We were interested in his perspective on all tricky things, orphan works, unpublished material, things I think we all struggle with. While the policy is being written, we've started to assess the collections. For images like this one, which is old enough to be in the public domain, we know what to do with that. For images taken recently or taken by Museum Victoria photographers that we know we own, we know what to do with that too. And in sciences we've now specifically started to go out to take images ourselves so that we know that we'll be able to reuse them. This is important for projects like our app projects which are being talked about in another room. And then there's the messy middle. This is a mess tent that was the closest I could get to an image for mess. The messy middle of orphan works, unpublished works, and things we're just not sure about. That's going to be a long process of trying to assess the status of the objects and we'll do it gradually. Of course we get the same issues raised as I'm sure you do. What if someone takes it and puts it on a tea towel? What? Put farlap on a tea towel? Will we publish a book? We publish a postcard? We publish a key ring? And we even sell a snow dime. So as a towel, a tea towel produced by someone else really going to be such a bad thing. In fact we make lots of merchandise out of our collection martens. It's a deliberate strategy by our commercial and retail sections. So we want to be able to say, if you want to put farlap on a tea towel, then go for it. And of course we heard yesterday from Peter that that's exactly what the leaders in this field, the Rucks Museum, are doing. So here's our early win. Where have we gotten to? We've dipped our toe in the water.  It's about called, and it's called Port Phillip Marine Life. We've tried to make licensing explicit. There's a license on every photograph, drawing and video. Not all of those images and videos can be licensed with a Creative Commons license, but those that can are. Those that can't, we say so. There's also a license on the text. There's a byline for who wrote the text and there's a site this page. The site this page is for my 15-year-old son who's now accessing websites like this for his homework and always needs to add the bibliography in, but never quite knows how to do it. For him we're trying to make it easy. This site's being used as a quick win and a proof of concept that it will all be okay. And now we're going ahead with our whole collection site. So in summary, making the case for open takes a lot of talking. As high up in the organisation as you can get in order to find a directive that can then trickle down and provide a reason for action. We needed to be able to give an answer to the question, what does the Museum think about this? And we needed to make it quite clear in being able to advocate to our internal stakeholders and users. We needed to change the mindset. We're doing cool things under the radar as well. We're releasing our web code and our app code for free as open source on GitHub. We're putting new 3D scans up on Thingiverse and sharing them openly too, but that's another story. We still have a way to go and sometimes our systems don't yet live up to the needs that we have, but we'll keep going. I was hoping to be able to come here and say that we'd already reached our destination and solved all the problems. And that was all wrapped up neatly in a bow, but we're on a journey as we all are. And we'll let you know how we go. Thank you. So we do have about maybe two or three minutes for questions for Allie before she runs away. Museum Victoria's just opened its new first people's gallery and I just want with an open licensing of images was considered or discussed as part of that development. And you probably can't answer it in two minutes, but just... I can say, yes, it was considered. Is that enough? So the first people's gallery, we have opened up as much as we can. There was an extensive consultation with the Indigenous cultures and we had a knowledge group of elders who helped us with that content. Much of the content in the new first people's gallery is very personal. It's very related to stories and it's very related to personal family histories. So in some cases, just even getting it into the exhibition was enough for the family and for the contributors. In other cases, we are able to make it more openly available and we certainly intend to. We've used digital labels in the first people's exhibition, which is new for that type of presentation. We're hoping that we will be able to... So the data we will be able to share and hopefully some of the images that we'll be able to share as well. Images of objects are easier to share in this context than images of people. Any others? I might have time for one more. Okay, looks like it. Thanks again very much.


This study found that 53.3% of male and 46.7% of female waste workers were suffering from COVID-19 related symptoms despite the fact that 77.6% of them had not yet received a COVID vaccine. Additionally, 93.9% of those who had not yet received a vaccine were Indian citizens. Furthermore, the majority of waste workers were reluctant to go for a COVID test due to fear of discrimination or lack of identification documents. This article was authored by Ashish Kanol.


I hope to please stand clear of the doors. The West, Billy Bishop Airport. Next stop, Dan Lakey Way. Good ride for traffic when exiting from the center.