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VKWORLD VK6050 Astounds with Its 6050mAh Battery

Posted: 29 Jun 2015 01:40 PM PDT

VKWORLD VK6050 01

While Samsung is developing technologies that could double the battery life of future smartphones, companies such as VKWORLD are taking the inexpensive route and cram batteries with thousands upon thousands of milliamp hours in their devices.

New technologies often come at a great price for the final consumers, so when Samsung’s revolutionary graphene-coated anode batteries will hit the market, they surely won’t be cheap. For the time being, it’s more cost-efficient to increase the capacity of regular Li-Ion batteries, to the detriment of design and portability.

Had it been a 5″ device, the VK6050 would have definitely been much thicker, but at 9.5mm, it proves to be quite pocket-friendly. The 5.5″ HD display won’t have that great of an impact on the battery, mostly because of the resolution. Also, the smaller then Full HD resolution will also help the device score higher in benchmarks, but the 1GB of RAM might actually counter-balance that. As for storage, the device comes with 16GB of ROM that can be expanded by up to 32GB with the help of a microSD card.

VKWORLD also opted for an energy efficient chipset, in the form of MediaTek’s MT6735i SoC. Included in this one are a quad core CPU clocked at 1.0Ghz and a Mali T720 GPU.

While flagships are rocking NFC, among many other connectivity options, cheaper Android smartphones, such as the Ulefone Be Pure and VK6050 sport MediaTek’s similar technology, Hot Knot. Sure, that won’t be implemented any time soon for mobile payments, but it still a great way of transferring files (think Vcards and photos, mainly) wirelessly, by bringing the displays of Hot Knot devices close to one another.

On top of that, VK6050 features off-screen gestures that provide quick access to various things by drawing letters or lines on the display, while it’s turned off.

VK6050’s 13 and 5MP cameras are promoted as having large apertures and wide-angles, but the expectations in this department should be realistic. VKWORLD packed this device with decent specs, and chose battery capacity as the main selling point, so smart dialing, smart answering and all these functions fall into a second place.

Currently the subject of a pre-sale on GearBest, the VKWORLD VK6050 can be ordered for $138.99 (or $127.98, if you use the coupon code RMNTGB at checkout). While some may complain about the phone having only 1GB of RAM, these people need to remember that not everybody is looking to but flagships, and to some, great battery life is more important than everything else.

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A Nintendo Gem: the big N shows the first hand-drawn Super Mario level

Posted: 29 Jun 2015 12:00 PM PDT

Nintendo Mario Bros hand-drawn 10

Fans and critics agree that Nintendo didn’t have the greatest E3 event this year, but at least a beautiful piece of art shown in it filled us with nostalgia. Master creator Shigeru Miyamoto, the man behind Donkey Kong, Zelda and Super Mario Bros explained during a presentation on the new Super Mario maker how the plumber’s levels were created way back when, in graph paper.

 

30 years ago, creating a Super Mario Bros level was not the same process as it is now, and game creators had to get creative. The upcoming Wii U title Mario Maker is, partly, an homage to those early days of the plumber – but the point was truly driven home when they showed these extremely detailed designs that are an extremely valuable relic from the olden days by now.

Miyamoto explained that back in the day, in order to create the Mario levels they used graph paper, which were then shown to the programmers and designers. If there were any errors, they had to go back to these graphs, and mark the modifications they were supposed to make.

"changes had to be minimal because of the design and code limitations. Once a level had been built, it wasn’t that easy to modify it. The “magic” and personality of each of the mythical Super Mario levels has a really simple beginning", explained Miyamoto.

Miyamoto also mentioned that part of the design just came from drawing levels that he’d just like to play himself, by just letting himself go on pure impulse and creativity. The big exception was the first level of the game, which was thought of as a tutorial for the rest of the game, where they spent several hours thinking and designing each of the elements. The idea was to throw the play into a playground where they would intuitively figure out the game mechanics based on what they saw. The goombas and mushroom placement on the levels were very deliberate, for example: the mushroom is hard to avoid and the goombas, designed so the player would instantly figure out he had to either eliminate them or get out of their way.

Mario Maker is a simplification of those years. With tools that ease the creation of levels via both software and hardware (the Wii U control is perfect for this), the idea is to turn the player into Shigeru Miyamoto and unleash their creativity.

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