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Crypto Trends

Brazil’s Mercado Bitcoin Bets on ‘Invisible Blockchain’ Approach to Build Financial Super App

by admin October 4, 2025



Twelve years after launching as a cryptocurrency exchange, Mercado Bitcoin aims to be something entirely different.

Less focused on price charts and trading pairs, the São Paulo-based company now talks more about Brazil’s central bank’s PIX payments, digital fixed income, and streamlined remittances.

Mercado Bitcoin’s head of corporate development, Daniel Cunha, told CoinDesk in an interview on the sidelines of the exchange’s DAC 2025 conference that the firm wants to become the app where Brazilians manage their financial lives. A kind of “super app” for spending, saving, and investing.

Yet, calling MB a “super app” may not quite capture the essence of the strategy. Its leadership prefers a different term: a financial hub that blends legacy finance with blockchain, letting users tap into both without needing to understand either.

“The revolution happens when the protocol disappears,” Cunha told CoinDesk. “The customer doesn’t want to hear about blockchains and tokens. They want to know the rate, the risk, and the maturity date,” he said, referring to the exchange’s tokenized fixed income offerings.

‘Invisible blockchain’

That thinking has reshaped how MB presents itself to users. Instead of relying on crypto-native vocabulary, the company now emphasizes features in its offering. One major change involved scrapping the term “tokenization” in user-facing materials altogether, Cunha said.

“We tried a ton of variations,” Cunha said. “When we stopped saying ‘token’ and started saying ‘digital fixed income,’ things took off.” The idea is to have a product whose backend is powered by blockchain technology, but the frontend remains more recognizable to the masses.

Essentially, MB’s bet is that “invisible blockchain” is the next frontier.

“We’re going to see a lot of people use blockchain without realizing they’re using blockchain,” MB said. “That’s when you know the revolution has happened.”

The firm’s flagship blockchain-based investment products focus on tokenized private credit, a segment it believes is underserved and ripe for disruption in Brazil.

Brazil ranks among the top five countries for retail crypto usage, according to Chainalysis’ Global Crypto Adoption Index. MB is positioning itself as an answer to a pain point common in the country through a stablecoin-based remittance service.

A pivot from trading

Despite all the new initiatives, MB’s core business, crypto trading, still accounts for the majority of its revenue. But that balance is shifting.

At its peak, trading made up 95% of the firm’s income. Today, that number is closer to 60%, with the rest coming from payments, custody, tokenized investments, and services like asset management. Over time, the company expects trading to fall below 30%, Cunha revealed.

As part of that shift, the firm is also expanding geographically. It now has a client-facing operation in Portugal and is building institutional channels in the U.S., aiming to link capital and investment opportunities across markets.

Mercado Bitcoin, where a significant portion of assets under management are made up of small and medium enterprises’ treasuries, expects to surpass 3 billion reais ($563 million) in tokenized credit issuance by year-end. About 20% of assets under custody on the platform are now tokenized real-world assets (RWAs), up from virtually zero just a few years ago.

The pivot sits within a wider push to build “financial super apps.” Coinbase CEO Brian Armstrong has said Coinbase aims to be a crypto-powered “super app” that would provide “all types of financial services.”

Beyond crypto, fintechs such as Revolut and Paytm are bundling payments, lending and investing. The playbook borrows from WeChat and Alipay, apps that bundle social, financial, and other features.

Read more: Crypto Exchange Mercado Bitcoin to Tokenize $200M in Real-World Assets on XRP Ledger



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October 4, 2025 0 comments
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Arthur Jones, who won a Super Bowl with the Ravens, dies at 39
Esports

Arthur Jones, who won a Super Bowl with the Ravens, dies at 39

by admin October 4, 2025


OWINGS MILLS, Md. — Arthur Jones, a defensive lineman who spent his first four NFL seasons in Baltimore and won a Super Bowl with the Ravens, has died. He was 39.

Syracuse, Jones’ alma mater, said he died Friday morning. The school and the Ravens didn’t give a cause of death in their announcements.

“Arthur’s presence was a gift to everyone he encountered,” Ravens general manager Eric DeCosta said. “His big, bright smile, infectious energy and eternal positivity created a presence that continuously uplifted others.”

Jones was a fifth-round draft pick in 2010 and had 8½ of his 10 career sacks in a two-season stretch in 2012-13. The Ravens beat San Francisco in Super Bowl XLVII to cap the 2012 season.

Jones sacked 49ers quarterback Colin Kaepernick just before a power outage at the Superdome in New Orleans. He also had a fumble recovery in that Super Bowl.

“My heart is heavy today after the loss of Art Jones,” Ravens coach John Harbaugh said. “Art was a truly remarkable person, a dedicated teammate, a relentless worker, and someone any coach would be proud to lead. His love for life, generous spirit, and radiant smile left a lasting impression on everyone fortunate enough to know him.

“He had a genuine gift for connecting with people, bringing joy to the locker room and beyond, and his presence was a source of light within our team and the Baltimore community.”

Jones also spent two years with Indianapolis and a final season in Washington in 2017.

Jones played for Syracuse and was the older brother of former UFC heavyweight champion Jon Jones and former Syracuse and NFL defensive end Chandler Jones, a four-time Pro Bowler who won a Super Bowl in New England.

Jones had 38½ tackles for loss at Syracuse, a school record for an interior defensive lineman. He was a first-team All-Big East selection each of his final two seasons.

“Arthur Jones was a tremendous player and even better person,” Syracuse athletic director John Wildhack said. “We were fortunate that Arthur continued to support our football program after his playing career. He impacted many of our student-athletes, always with a smile and uplifting message.”

ESPN’s Jamison Hensley contributed to this report.



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October 4, 2025 0 comments
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Get Super Mario And Kirby Switch 2 Wireless Controllers For Up To 50% Off
Game Updates

Get Super Mario And Kirby Switch 2 Wireless Controllers For Up To 50% Off

by admin October 3, 2025



With Nintendo’s official Pro Controllers for Switch 1/2 now priced at $80/$90, it has become quite expensive to pick up first-party gamepads for Players 2-4. Thankfully, there are officially licensed third-party controllers with lower prices and Nintendo’s seal of approval. And ahead of next week’s Prime Big Deal Days sale, Nintendo Switch and Switch 2 owners can save big on over a dozen wireless controllers produced by PowerA, Nintendo’s most prolific official partner.

Most of the controllers on sale are themed around popular Nintendo franchises, with plenty of Super Mario and Pokemon models discounted by up to 50%. Arguably the best design on sale–and currently the top seller of the bunch–is the ultra-cute Kirby Mouthful Wireless Controller for $30 (was $50). You’ll also find Princess Peach and Super Mario versions for $30 each. For King Koopa fans, the Bowser-themed wireless controller with back buttons is only $27 (was $45). You can check out those three models and more with huge discounts in the gallery below.

$30 (was $50)

Inspired by Mouthful Mode in Kirby and the Forgotten Land, the adorable design makes it appear as if Kirby just inhaled your Nintendo Switch controller.

This is a standard PowerAo Wireless Controller, which means it uses AA batteries (included) and doesn’t have back buttons. You can get up to 40 hours of game time before needing to swap out the batteries. We’d recommend grabbing a pack of rechargeable batteries such as this popular 8-pack with a charger for $22 (was $29).

PowerA’s Switch controllers offer great ergonomics and solid performance for the price. The Kirby Mouthful Controller has six-axis motion controls, but it doesn’t have rumble motors, an IR camera, or an NFC reader for Amiibo.

Note: PowerA’s Enhanced Wireless Controllers have two remappable back buttons and charge via USB-C. The Bowser controller and this Legend of Zelda controller split the difference by having back buttons and AA batteries. You’ll also see a couple Enhanced models with PowerA’s Lumectra RGB lighting effects. All of the controllers have very similar form factors with the exception of the Mario Victory Nano Controller, which has a compact form factor and is on sale for 50% off.

While none of the controllers in our gallery have the Switch 2’s new C button for GameChat, PowerA is releasing three wireless models in its Advantage line with the GameChat button and Hall Effect sticks on October 30.

If you like having back buttons on your controllers and want even more customization options, we’d highly recommend checking out 8BitDo’s Ultimate and Pro series. 8BitDo released new iterations of both this year. The 8BitDo Ultimate 2 Bluetooth Controller is on sale for $60 (was $70); if you prefer aligned thumbsticks like a PlayStation controller, the 8BitDo Pro 3 Gamepad with GameCube-inspired color schemes is up for grabs for $63 (was $70). Check out our story on the Ultimate 2 for more details.

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October 3, 2025 0 comments
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Super Mario Galaxy Collection Buying Guide - Get Overnight Delivery With Amazon Prime
Game Updates

Super Mario Galaxy Collection Buying Guide – Get Overnight Delivery With Amazon Prime

by admin October 2, 2025



Super Mario Galaxy + Super Mario Galaxy 2 is available now for Nintendo Switch and Switch 2. If you didn’t preorder the $70 collection and want a physical edition, Amazon is offering free same- or next-day shipping for Prime members. The physical edition is also available with fast shipping from Walmart, Target, Best Buy, and GameStop. Each game is also sold separately for $40 on the eShop, so you’re saving $10 by opting for the bundle.

The impressive remasters run in 4K resolution on Nintendo Switch 2, so the first Mario Galaxy is markedly better than the version in Super Mario 3D All-Stars. Plus, both of these Wii-era hits hold up extremely well. If you love 3D platformers, both Mario Galaxy games are must-play adventures that are in top form on Nintendo’s new hardware.

While you’re picking up the Super Mario Galaxy game collection, don’t forget about the upcoming physical edition of Rosalina’s Storybook (November 25) and the new Mario and Luma Amiibo and Rosalina and Lumas Amiibo (April 2, 2026).

$70 | Available Now

The Switch 2 upgrade is available to anyone who purchases physical or digital editions of Super Mario Galaxy + Super Mario Galaxy 2.

In docked mode, the games run in 1080p on Switch and 4K on Switch 2. Each game supports conventional button/stick controls as well as motion controls for those who want to stick with the original experience from the Wii games. Like several other modern Mario games, Assist Mode has been added to make these platformers more approachable for newcomers and youngsters.

$25 | Releases November 25

Mario Galaxy fans can preorder the physical edition of Rosalina’s Storybook at Amazon, Walmart, Bookshop.org, Books-A-Million, and Barnes & Noble. The hardcover book releases November 25. Note: Amazon’s listing has been jumping between in stock and sold out pretty much since preorders opened.

Nintendo partnered with Dark Horse to release the in-game book Rosalina reads from in hardcover. The 112-page book includes full-color illustrations and every chapter from the original Wii game.

Heads up: The in-game book in Super Mario Galaxy has a new chapter in the remastered collection, but that chapter isn’t found in the hardcover edition.

Super Mario Galaxy Amiibo

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October 2, 2025 0 comments
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Super Mario Galaxy 1 + 2's ports bring two all-timers to the Switch 2, but I wish Nintendo made that just a little easier to celebrate
Game Reviews

Super Mario Galaxy 1 + 2’s ports bring two all-timers to the Switch 2, but I wish Nintendo made that just a little easier to celebrate

by admin October 1, 2025


While Super Mario Galaxy has appeared on Nintendo Switch before, via 2020’s Super Mario 3D All-Stars, this week’s re-release is still momentous. For one, 3D All-Stars was bizarrely only for sale for a limited time – so this will be the first time this game has a ‘standard’, ever-available Switch version. More importantly, this is the first time that Galaxy 2 is on Switch, meaning we now have one of gaming’s finest duologies reunited and available on modern hardware. All of this is great news.

Super Mario Galaxy and Super Mario Galaxy 2

  • Developer: Nintendo
  • Publisher: Nintendo
  • Platform: Played on Nintendo Switch 2
  • Availability: Out 2nd October on Nintendo Switch and Switch 2

Having spent a fair chunk of time with each of the new ports, I’m looking forward to an inevitably reignited debate about which of these two games is better. The rare Nintendo direct sequel, Galaxy 2 is doubtless more refined, tightly organized to push its best ideas early and hard before offering up bold experimentation and fiendish late-game challenges. But that game can only exist because of the original Galaxy – experimental, charming, and wildly atmospheric.

The two form a fascinating one-two punch in this sense. Take the core structure of the games: Galaxy goes all-in on breezy hangouts in an attractive and story-rich but relatively inconsequential hub world. Galaxy 2 jettisons that for a very simple hub with a dialed-back narrative. The first title generally channels the levels of Super Mario 64, with multiple run-throughs and the like – Galaxy 2 embraces more of a linearity reminiscent of Mario’s 2D outings, in turn allowing for more attempts at joyous one-off level design spectacle.

Image credit: Nintendo / Eurogamer

Anyway, I digress. The funny thing about writing about a new release of games such as these is that there’s little point in litigating about the quality of the work. These are undeniably classics. The march of time is not going to change that for the Galaxies any more than it has for the very first Super Mario Bros. With that said, there are curious wrinkles in how these titles play that are only now visible because our minds have been collectively rewired by Odyssey – ways in which you realise Odyssey’s physics are slightly superior, its narrative waffling better delivered, and the game’s visual identity more refined. I feel if you showed that trio to somebody who had never seen them before, they’d easily identify which game is the newest – but none of this takes away from the brilliance of the Galaxy games.

What is more important, then, is the quality of the port. And it’s, you know… it’s fine, right? We know that Nintendo can port over GameCube and Wii games well enough to new hardware. Titles like the 3D Mario games have an art style that ages and scales exceptionally well, too. There was a time when this primarily benefited emulation enthusiasts who were running Wii or 3DS Mario games at much higher resolutions – but now, Nintendo can also reap such benefits first-hand.

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Both games run at 1080p on Nintendo Switch and 4K on the Switch 2. Things like the user interface have been tidied up, and everything is smooth. It’s nice, and from that perspective doubtlessly the new definitive way to play these games. I’m less enamored with the control setup, however.

The Mario Galaxy games were built as system-defining, hardware-shifting tentpoles for the Wii, and so they ooze that 2006 energy. The menus are all designed for the pointer interface, for instance – all great big buttons and the like. These of course can be navigated more traditionally and the UI has been subtly adjusted, but the design hasn’t fundamentally changed. The same is true of the game proper, which assumes you’re playing with a Wii Remote and a nunchuck – your right hand free to point at the screen to pick up or fire off starbits, or in Galaxy 2 to interact with the environment using Yoshi’s tongue.

You probably sense where this is going. If you want to play these games in handheld mode, or with a Pro Controller – in a more traditional way, more reminiscent of Odyssey – the act of controlling all of Mario’s skillset becomes uncharacteristically hard work. Some mechanics naturally fade to the background, which naturally is a shame. On the other hand, the Joy-Con is not a Wii remote. The gyroscopic-style cursor control is not as natural or as immediate as a sensor-powered pointer.

Image credit: Nintendo

Image credit: Nintendo

Image credit: Nintendo / Eurogamer

Image credit: Nintendo

Again, it’s fine and you do get used to it. You’ll gradually dial into a ‘zone’ where it becomes more natural over time, too. Still, it’s undeniable that this isn’t as intuitive or as good as on the Wii. I’m reminded of 3D All-Stars and its version of Super Mario Sunshine, which without the GameCube controller’s analogue triggers works just fine but is nevertheless somewhat compromised. In that case, support for the triggers was later patched in – but obviously, there’s no Wii Remote support on Switch, so that’s impossible here. What we have is what we’re going to get.

There’s also a sadly missed opportunity here, which is in the lack of mouse controls. The Switch 2 might not have a proper pointer, but it does have that going for it – but it’s unused! Or, well, not exactly. In a classic baffling Nintendo move, the Joy-Con 2 mouse is supported for the second player in the co-star mode, where a second player can join in the fun in a limited way – but the mouse can’t be used in any form when playing solo. It was probably deemed too awkward, given how your right hand also needs to liberally use the analogue stick to control the camera (though this is less important in this game, as the originals lacked camera control in the first place) and of course use those all-important action buttons. At the same time, I could easily see a scenario where a split Joycon player might seamlessly transition to temporary mouse control for pointer-intensive moments. No such luck.

I’d be more inclined to accept all of this without comment, by the way, if these were particularly cheap re-releases. At £34 individually and almost sixty quid for the pair, however, I’d expect every stop to be pulled out and a bit more bespoke tailoring to fit this Wii experience to the Switch machines. The one thing these joyous games aren’t remotely is cynical – but these releases might just be, a bit.

Image credit: Nintendo / Eurogamer

It has to be said that Nintendo has made smart changes, too. Assist Mode is lovely, and makes the elements of these games that did get surprisingly punishing a bit more accessible without damping the ‘core’ experience. The visual improvements are good, the new storybook stuff is cute, and while the soundtrack and amiibo support additions are basic, I appreciate them nevertheless.

So now I sit back, and scroll up, and think to myself: Oh. That’s a lot of negative words about perfectly fine ports of two of the greatest games of all time. And I suppose that’s the thing: these games are so good, and were so perfect in their original forms (we’re talking a pair of Eurogamer tens – remember those? – and a Eurogamer Game of the Generation) that to some extent all one is left with is nitpicks, frustrations, and unfavorable comparisons to near-perfect originals and an even-better-still successor in Odyssey.

And that’s the rub, really. The only thing one with any real light in their heart can do is to fully and loudly say that these games deserve to be played. They are always and forever an instant recommendation and a vital piece of platform gaming history. These ports are solid enough, and the best new, easily accessible way to play these games. So of course it’s a recommendation, in the end. I just wish the journey of my feelings to get to that recommendation were a little less complicated.



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October 1, 2025 0 comments
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Super Mario Galaxy + Super Mario Galaxy 2
Product Reviews

Super Mario Galaxy + Super Mario Galaxy 2 review: The Switch 2 versions are the definitive way to play some of the best platformers of all time

by admin September 30, 2025



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It is hard to overstate how magical the original Super Mario Galaxy felt when it launched on Wii back in 2007. Gravity-defying levels, soaring orchestrated music, and a sense of wonder that still stands out alongside the other staples in the platforming genre, almost 20 years later.

Platform reviewed: Nintendo Switch 2
Available on: Nintendo Switch and Nintendo Switch 2
Release date: October 2, 2025

In celebration of the Italian plumber’s 40th anniversary, Nintendo has re-released this classic alongside Super Mario Galaxy 2 on Nintendo Switch and Nintendo Switch 2 in one enhanced package.

I was curious to see if these classics could shine just as brightly two decades later. The good news is they’re as magical as ever, offering the same incredible journeys now with gorgeous visuals and the ability to play the sequel on the go for the first time ever.

Cosmic performance

On Switch 2, both games look fantastic. Docked, you get crisp 4K resolution that makes every planet sparkle. Handheld mode delivers smooth 1080p visuals that feel perfectly tuned for portable play.

I encountered no performance hiccups across either adventure. Frame rates remain locked, load times are snappy, and the vibrant art style still feels timeless. These games were stunning on Wii, but the extra fidelity here makes them genuinely pop on modern displays, like my Samsung S90D OLED TV.

It is worth noting that Super Mario Galaxy did appear on Switch once before, as part of the limited Super Mario 3D All-Stars collection. That version didn’t reinvent the wheel, but it gave Switch users access to the game alongside Super Mario 64 and Super Mario Sunshine. Unfortunately, Nintendo no longer sells 3D All-Stars, an odd choice that has led to inflated prices on the second-hand market.

(Image credit: Nintendo)

This new Switch 2 release offers the same core experience, now enhanced with sharper visuals, better performance, and bundled alongside Super Mario Galaxy 2 for the first time on modern hardware. For fans who missed out on 3D All-Stars, or who simply want the most definitive way to play, this collection is a clear step forward.

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The sound design has also aged remarkably well. Koji Kondo’s orchestral score is given room to breathe with a cleaner mix, and it feels cinematic in a way that very few modern platformers achieve.

Hearing the soundtrack through my Sonos Arc Ultra is a reminder of just how ambitious Nintendo was with these titles and genuinely brought me back to my childhood.

In my time playing this game, I’ve been listening to both games’ soundtracks on repeat as I work. In fact, as I write this review, I’m bopping my head to Gusty Garden Galaxy – gorgeous.

Galaxies intertwined

(Image credit: Nintendo)

The core adventures remain intact, so if you’ve played through either game recently, you might not want to jump back in. Nintendo has a solution, however, offering both games as a complete package or as individual titles, perfect for those who luckily own the aforementioned 3D All-Stars.

Super Mario Galaxy’s planet-hopping platforming eases players into its gravity-bending tricks, while Super Mario Galaxy 2 embraces creativity and challenge right from the start. Having them bundled together only highlights how well the sequel doubled down on experimentation.

Galaxy 2 adds Yoshi to the mix, alongside power-ups like the Cloud Flower and Rock Mushroom, each of which introduces new mechanics that feel clever even today. Returning to these levels reminded me how bold Nintendo was in the Wii era, layering complexity onto Mario without losing accessibility.

(Image credit: Nintendo)

Nintendo has added some small but welcome touches for this new release. In Super Mario Galaxy, there is an additional chapter in Rosalina’s picture book that fleshes out her story in a way longtime fans will appreciate.

Super Mario Galaxy 2 goes a step further with a completely new tale in its own picture book, offering fresh lore and a reason to revisit the Comet Observatory between levels. These are not game-changing additions, but they add warmth and make this edition feel more than a simple upscaled port.

Wii controls reimagined

As someone who hasn’t played 3D All-Stars in nearly five years, one of my biggest questions going back to these games was how well the controls would translate to modern hardware. The original games were designed with the Wii Remote and Nunchuk in mind, leaning heavily on motion controls.

Best bit

(Image credit: Nintendo)

Super Mario Galaxy and Super Mario Galaxy 2 have some of, if not the, best video game soundtracks of all time. It has been a magical experience reliving my childhood through gorgeous orchestral music that makes me feel just like that famous scene from Pixar’s Ratatouille.

On Switch 2, motion is still present with the Joy-Con, but it feels far less intrusive than it once did. You can play comfortably in handheld, docked, or with a Pro Controller, and I found myself gravitating to the latter for longer sessions.

All you need to do is hold down ZR and use the gyro in the Pro Controller to pick up Star Bits. In fact, I much prefer it to the Wii experience, but that might be my cynical 30-year-old brain that no longer appreciates a gimmick.

A trip down memory lane

(Image credit: Nintendo)

The biggest compliment I can give Super Mario Galaxy and Super Mario Galaxy 2 on Nintendo Switch 2 is that these adventures feel as fresh today as they did at launch in 2007 and 2020, respectively.

The level design is inventive and playful, constantly surprising you with new mechanics that rarely outstay their welcome. Few platformers manage to strike the same balance of accessibility and depth.

Nintendo has not tinkered much beyond resolution, performance, and the new story content, but that restraint works here. The design is so strong that all it needed was a modern coat of paint.

Mario’s journey through the stars is still a cosmic marvel

While part of me would have liked to see some new content like we’ve seen in the past with the addition of Bowser’s Fury in the remaster of Super Mario 3D World, I’ve just enjoyed the simplicity of replaying these classics in 4k.

If you have never played Super Mario Galaxy or its sequel, this is the definitive way to experience them. And if you have, the combination of rock-solid performance, upgraded visuals, and new story content makes these experiences worth revisiting.

Few platformers feel as inventive, joyful, or downright magical as Super Mario Galaxy and Super Mario Galaxy 2. Nearly twenty years on, Mario’s journey through the stars is still a cosmic marvel.

Should you buy Super Mario Galaxy + Super Mario Galaxy 2?

Buy it if…

Don’t buy it if…

Accessibility

Not much to write home about in terms of accessibility. Both games include an Assist Mode, which increases your life and bounces you back from falls.

Settings allow you to change the way you interact with the camera via thumbsticks and motion controls.

It would’ve been nice to see more additions to accessibility, but it appears as if Nintendo has kept even the settings faithful to the originals.

How I reviewed Super Mario Galaxy and Super Mario Galaxy 2 Nintendo Switch 2 Edition

I played around 25 hours total, split between both games, and used my OLED TV for a full 4k experience. I played Super Mario Galaxy and Super Mario Galaxy 2 Nintendo Switch 2 Edition in a mixture of handheld mode on the Nintendo Switch 2 itself and on one of the best OLED TVs, the Samsung Q90D, using the Nintendo Switch 2 Pro Controller.

I had previously played both games on the Wii and had experienced Super Mario Galaxy on Nintendo Switch as part of Super Mario 3D All-Stars.

First reviewed September 2025

Super Mario Galaxy + Super Mario Galaxy 2: Price Comparison



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September 30, 2025 0 comments
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Betamain
Game Reviews

COD Next Shows Off Super Fast BLOPS7 Multiplayer

by admin September 30, 2025


Ahead of Black Ops 7‘s November 14 release date and the early access beta running from October 2 to 5, Call of Duty Next showed off some live footage from the latest entry in the long-running of the military shooter series. The game looks like a solid, speedy, competitive shooter that’s utilizing its futuristic setting for some war-themed sci-fi fantasy. So let’s jump into what stood out during CODNext.

Black Ops 7 multiplayer looks tactile and fast

I don’t blame those who think all of these games look the same, but if you like a fast shooter with some interesting opportunities for gravity-defying tactics, you might want to check out footage from today’s event–especially if you’re a fan of Black Ops 2, to which 7 is intended as a spiritual successor.

Set in the near future, Black Ops 7 has some fancy tech that builds off the advanced movement techniques in Black Ops 6. Wall-jumping, sliding, tactical stance, it all combines very seamlessly in both the scripted sizzle reels and the actual gameplay shown off today.

The wall-bouncing, which looks like it’ll owe Titanfall a royalty check, is particularly exciting as various streamers showed off how these techniques can be used for some vertically lethal plays and opportunities to get new, unexpected sight lines.

Black Ops 7 will ship with 18 maps, mostly focusing on 6v6

In what’s shaping up to be a healthy roster of maps, BLOPS7 will feature 16 6v6 maps, with 13 of those being brand new designs joined by three remakes of BLOPS6 maps. The remaining two maps are for 20v20 battles.

During the beta, folks can jam on six of these maps, all of which are of the smaller, 6v6 variety. Map design in BLOPS7 is particularly focused on standard, three-lane construction. That tried-and-true design, however, might be just what allows the game’s advanced movement techniques to really let players mix things up.

Overclocking equipment

BLOPS7 will contain many of the usual loadout options we’ve long come to expect from CoD, but you’ll be able to further customize your class by “overclocking” lethal, tactical, field upgrades, and score streaks. Once unlocked, these let you equip two modifications in addition to the ordinary functions of the equipment. One such example shown off today was the Stim Shot, which lets you either cancel out enemy-induced debuffs or gain a speed boost when using it.

Weapon build sharing

In what stood out to me as one of the coolest features in BLOPS7, folks will be able to quickly share weapon builds with each other by way of a simple code the game generates when you finish a specific setup. This should make it pretty easy to just grab an effective meta build and jump into a match.

Season one aims to be the ‘biggest’ in BLOPS history

Though BLOPS7 has a pretty sizeable stock of maps to choose from at launch, Treyarch announced today that seven additional multiplayer maps will join the game over the course of its first season, with six of them for the 6v6 mode. Ranked play will arrive in season two.

Nuketown returns

Looking like it came straight out of Bethesda’s Fallout games, the end of the multiplayer reveal showed off a couple of shots of fan-favorite CoD map Nuketown. Check it out:

© Screenshot: Activision / Kotaku

Nuketown is expected to arrive “soon” after BLOPS7‘s launch.

All in all, the big takeaway from CODNext is that if fast-paced, competitive shooters are your thing, BLOPS7 is looking pretty solid.



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September 30, 2025 0 comments
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Bad Bunny to headline Super Bowl LX halftime show
Esports

Bad Bunny to headline Super Bowl LX halftime show

by admin September 29, 2025



Sep 28, 2025, 11:29 PM ET

LOS ANGELES — Bad Bunny will bring his Latin trap and reggaeton swagger to the NFL’s biggest stage next year: The Grammy winner will headline the Apple Music Super Bowl halftime show in Northern California.

The NFL, Apple Music and Roc Nation announced Sunday that Bad Bunny will lead the halftime festivities from Levi’s Stadium on Feb. 8 in Santa Clara, California.

The Puerto Rican superstar’s selection comes amid another career-defining run. He’s fresh off a historic Puerto Rico residency this month that drew more than half a million fans and is leading all nominees at the Latin Grammys in November. He has become one of the world’s most-streamed artists with albums such as “Un Verano Sin Ti,” an all-Spanish-language LP.

Bad Bunny will host “Saturday Night Live” on Oct. 4.

“What I’m feeling goes beyond myself,” Bad Bunny said in a statement. “It’s for those who came before me and ran countless yards so I could come in and score a touchdown… this is for my people, my culture, and our history. Ve y dile a tu abuela, que seremos el HALFTIME SHOW DEL SUPER BOWL.”

Roc Nation founder Jay-Z said in a statement that what Bad Bunny has “done and continues to do for Puerto Rico is truly inspiring. We are honored to have him on the world’s biggest stage.”

The 31-year-old artist born Benito Antonio Martínez Ocasio has won three Grammys and 12 Latin Grammys. He has become a global ambassador for Latin music, starred in films such as “Bullet Train,” “Caught Stealing” and “Happy Gilmore 2,” and collaborated with top fashion houses. He’ll enter the Latin Grammys as the leading nominee with 12, dethroning producer and songwriter Édgar Barrera.

Roc Nation and Emmy-winning producer Jesse Collins will serve as co-executive producers of the halftime show. Hamish Hamilton will serve as director.

“We know his dynamic performances, creative vision, and deep connection with fans will deliver the kind of unforgettable experience we’ve come to expect from this iconic cultural moment,” said Jon Barker, SVP of Global Event Production for the NFL.

Last year, Kendrick Lamar shined with guest SZA in New Orleans, setting the record for the most-watched Super Bowl halftime show with 133.5 million viewers. His performance surpassed the audience for Michael Jackson’s 1993 show.

“His music has not only broken records but has elevated Latin music to the center of pop culture, and we are thrilled to once again partner with the NFL and Roc Nation to deliver this historic performance to millions of fans worldwide,” said Oliver Schusser, the vice president of Apple Music and Beats. “We know this show will be unforgettable.”



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Nothing Ear (3) being tested on a train, late at night
Product Reviews

Nothing Ear (3) review: stunning looks and nifty Super Mic, but is it enough given premium pricing?

by admin September 28, 2025



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Nothing Ear (3): Two-minute review

Okay, so it’s still hard to stop oneself from playing a game of Spot the Difference concerning Nothing’s earbuds offering – but what of it? Apple’s AirPods lineup is much the same, no? The problem is that this time (unlike Nothing’s last major earbuds release, which came in at $50 / £30 cheaper than their older siblings) there’s a price hike involved; and simply put, I’m not quite sure the extra perks here do enough to justify the extra outlay.

Sure, I’d say the new Nothing Ear (3) are they still among the best earbuds of the year – but one option in the duo of buds they replace has dropped so low in price that they’ve actually jumped into our best budget earbuds buying guide. So you see, to build a case for paying quite a bit extra for the new Ear (3), they’d need to be quite a bit better – and that’s where I’m struggling.

To put the pricing into context, their closest rivals now would no longer be Sony’s class-leading WF-C710N, which sell for around $120 / £100. No, at $179 / £179 / AU$299, the Nothing Ear (3) aren’t exactly rubbing shoulders with the likes of the $299 / £299 / AU$450 Bose QuietComfort Ultra Earbuds (2nd Gen), but they have moved up a level – and it’s tough company to keep.

There’s no head-tracked spatial audio support (the device- and service-agnostic spatial audio option is either ‘Static’ or ‘off’) in the Ear (3), and although the ANC is solid and a new ‘Super Mic’ is fun to play with in calls, it hasn’t become the new must-have earbuds feature for me – and if it was going to appeal to anyone, someone who remembers a world of landline phones only was probably the Nothing Ear (3)’s best shot.

My biggest gripe is the battery life, which I’ll explain fully later. That said, I experienced no small sense of pride when wearing and showing off the Ear (3), thanks to the new aluminum ‘elevated’ build quality and finish – along with the return of the fidget-spinner case detail.

Is all of this enough to make the Ear (3) a hit? Perhaps, when you consider that the splendid hearing tests remain, along with advanced EQ tabs and LDAC support – all of which make the sound engaging, if a shade off excellent for dynamic nuance and treble clarity. Oh, and it’s worth noting that if you have a Nothing phone, that Super Mic becomes a quick transcription tool, which admittedly makes it much more useful (I don’t have a Nothing handset, so I’m typing out this review, dear reader)…

(Image credit: Future)

  • Nothing Ear 3 (White) at Amazon for $179

For anyone scratching their heads as to how many Nothing earbuds iterations we’re into now (because it certainly isn’t three), Nothing fully admits its earbuds naming strategy to date may not have been the smartest. So to explain, the Ear (3) is an update on the flagship Nothing Ear primarily, but also on the Nothing Ear (a), which both launched in April 2024 on the self-same day – with the cheaper pair still sitting happily at the tippy-top of our best budget earbuds guide.

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And here’s my problem with that: a quick scan of current prices reveals that the aforementioned five-star Nothing Ear (a) are currently available for $89 / £69, which means they’re half the price of the new Ear (3). And honestly, that makes the newest set even harder to recommend…

Nothing Ear (3) review: Price & release date

  • Released on September 18, 2025
  • Priced $179 / £179 / AU$299

The Nothing Ear (3) come in black or white finishes (no yellow this time around), and at this pricier level – Nothing’s previous flagship Nothing Ear arrived with a list price of $149 / £129 / AU$249 – their closest competition may even be Apple’s AirPods Pro 3, which retail for $249 / £219 / AU$429.

Yes, there’s still a $70 / £40 difference between Apple’s new top-tier AirPods Pro and Nothing’s best buds, but if your budget stretches a bit further it does bring Apple’s flagship earbuds into the conversation. And given that those AirPods now offer heart-rate monitoring, live translation and better stamina, Nothing is squaring up against some stiff competition.

Hello, yellow! (Image credit: Future)

Nothing Ear (3) review: Specs

Swipe to scroll horizontally

Drivers

12mm custom driver

Active noise cancellation

Yes

Battery life

Buds: 5.5hrs (with ANC; up to 10 hours without) Total with case: 22hrs (ANC on; up to 38 hours without)

Weight

5.2g per earbud

Connectivity

Bluetooth 5.4 with LDAC, USB-C

Frequency range

20Hz–40 kHz

Waterproofing

IP54 buds

Other features

New Super Mic case, 3 mics per earbud, Nothing X App support, Custom EQ with Advanced options, Static Spatial Audio, Personal Sound (Audiodo)

(Image credit: Nothing)

Nothing Ear (3) review: Features

  • ‘Static’ spatial audio and Personal Sound curation
  • Total Radiated Power (TRP) up 15%; Total Isotropic Sensitivity (TIS) up 20%
  • ‘First of its kind Super Mic’ in the charging case

Like many of tech’s heavy-hitters (Samsung, Sony, Apple, I’m looking at you), Nothing would love to snag you and embroil you in its ecosystem with the promise of walled garden perks – and here, Nothing really does start to come into its own.

The ace up the collective sleeve of Nothing’s earbuds prior to now has been that for owners of the Nothing Phone (3), the Phone (2), Phone (1) and Phone (2a) – because Nothing has been far more sensible concerning the naming of its handsets – Nothing has offered instant access to ChatGPT via a pinch-to-speak motion on the stems. Now, users of a Nothing smartphone can use the Super Mic on Nothing Ear (3)’s case to capture transcription of your voice notes, which will sync to your on-device ‘Essential Space’ for easy location.

Nothing calls Super Mic a “first of its kind” breakthrough, and although it initially struck me as very similar to the ‘record’ button on the Viaim RecDot earbuds, there are of course those aforementioned walled-garden perks.

Otherwise, Nothing’s Super Mic is quite like those little clip-on wireless mics that content creators like to hold very close to their mouths (does this look a bit silly to anyone else?). Nothing calls Super Mic a “breakthrough dual-microphone system driven by ambient-filtering technology.”

In a nutshell, the dual MEMS beamforming mics built into the case are designed to hone in on your voice, cutting through surrounding noise (up to 95dB is the claim) for clearer capture in calls or notes – and in my tests, it worked well. On a very blustery day on the cliffs and beaches of the UK’s ‘Jurassic coast’ in Dorset, I found using the Super Mic over the three-mics-per-bud in the earpieces a welcome aid; “much better” was the general feedback from calls.

Voice AI using ChatGPT is coming using Nothing Ear (a) using your Nothing smartphone… (Image credit: Future)

You’re also getting Bluetooth v5.4 (the older set used 5.3), and LDAC support for hi-res audio (the Sony-developed codec that lets you stream high-resolution audio up to 32-bit/96kHz over Bluetooth at up to 990kbps), which is a valuable inclusion at any level, but will benefit Android users most since iPhones can’t support LDAC natively.

There’s now onboard spatial audio wizardry too, irrespective of your phone or the music service you’re streaming from – but only the ‘static’ kind (so you don’t get to use your phone as a fixed-point source device) and in my tests, it was a little clunky and not quite as immersive or convincing as similar offerings from Bose, LG or of course Apple.

However, you do get in-ear detection (to pause music when they’re out and resume it when they’re in), an Auto-Transparency mode to make transparency kick in whenever you’re on a phone call, an ear tip Fit Test, Find My earbuds (which issues a trigger sound from whichever earbud you’ve lost), a Low Lag toggle for gaming, issue-free multipoint to two devices, a Bass Enhancement toggle, an 8-tab EQ graph that lets you adjust both gain and the actual frequency of certain registers (provided you’re prepared to switch off the spatial audio augmentation), and Personal Sound.

This last perk is perhaps my favorite, because the tests only take around three minutes – they involve sounds at different frequencies being piped into each ear, getting gradually quieter until you tap the screen to say you hear nothing – but the result (a fully curated personal sound profile) is very good indeed.

Now, the noise cancellation: hit ANC (rather than ‘Transparency’ or ‘Off’) and you can pick from High, Mid, Low, and Adaptive profiles. High is not bad at all – and it shouldn’t be when the claim is 45dB (effective to 5kHz). The Transparency option is still signified by a woman exhaling, and it’s still one of the best prompts in the business (aside from Matt Berry in Cambridge’s headphones and earbuds), and it too is perfectly acceptable. But here’s the thing: I did not find any of the ANC profiles better than on the Nothing Ear (a), which makes sense because that 45dB claim is the same as the older model.

And when that older model is now half the price of these newer earbuds, you have to be asking yourself if a Super Mic in the case and spatial audio that doesn’t offer dynamic head-tracking is worth the extra outlay.

The new Ear (a) next to the Ear (2): a fun game of Spot the Difference (Image credit: Future)

Nothing Ear (3) review: Sound quality

  • LDAC adds to the performance (but the spatial audio can be beaten)
  • Forward, full-bodied sound
  • A shade off excellent for dynamic nuance

Occasionally in hi-fi circles, you’ll come across the ‘integrated hi-fi listen versus fun and exciting’ sonic debate concerning portable audio. It boils down to this: do you want a faithfully accurate, neutral representation of a recording with everything as intended, or an energetic, potentially more emotive version of the track?

In the second option, certain frequencies might be augmented just slightly, to give you the ‘feels’ of a live gig from small drivers fitted into your ear. And the odd thing is that what you may think you want may not actually be what your ear prefers (as mystical and strange as that may sound)…

Anyway, the Nothing Ear (3) sit firmly in the latter camp. What you’ll get here is excitement, energy, bass clout and oomph. Those with a Sony smartphone (I’m still using the Sony Xperia 1 IV, because it isn’t broken, so why would I fix it?) will find LDAC codec files are delivered with extra expanse and detail over more ‘vanilla’ Bluetooth streaming, but the tuning is the same regardless – very little has been held back.

Streaming Fontaines D.C.’s Starburster is a head-nodding celebration of the track, where drum fills and Grian Chatten’s voice leap two-footed into each ear with all of the bite and impetus the group could possibly want, but there is a downside. Some lesser backing vocals and sloping string elements occasionally get lost just slightly; it’s hard to compete when so much emphasis and energy is placed on sounds at the forefront.

Yes, there are plenty of ways to tweak things more to your liking in the Nothing X app and here, the eight-tab EQ graph is the place to go – it does help. What I personally would leave well alone is the Bass Booster. It isn’t necessary – this is a meaty listen from the box. Also, I’d tone down the treble; I know my own ear is sensitive to these frequencies, but nevertheless, stream Kate Bush’s Army Dreamers and if you’re anything like me you’ll hear occasional harshness through the treble that can become a little wearying.

  • Sound quality score: 4 / 5

See how Ear (a) is just slightly bigger than Ear (2), across the board? (Image credit: Nothing)

Nothing Ear (3) review: Design

  • Solid, cool, pocketable case with ‘TALK’ button
  • IP54 earbuds are secure – but the comfort levels can now be beaten
  • Nothing’s design language is even more striking now

After switching out to the smaller ear tips (you get four in total now: an XS, S and L options are supplied in addition to the pre-fitted M set), Nothing’s ear tip fit test tells me I’ve nailed the fit.

I say that if you’ve got smaller ears I really would encourage you to try before you buy – and my guide to the best earbuds for small ears is worth consulting – because I found the driver housing just that little bit harder to accommodate this time around. It could be because of that larger 12mm driver (and “patterned diaphragm” which Nothing claims gives these buds “a 20% larger radiating area when compared to the previous generation”), or it could be because said earpiece is mounted at a slightly different angle to the stem now – see a close-up of Ear (3) next to the Ear (a) above – but they weren’t as comfortable this time.

(Image credit: Future)

On this, readers might simply remark “Well, they’re based on AirPods, can’t really knock them for that – Apple did it first” but here’s the thing: AirPods are different now! You might not have spotted it because it’s all very new (and the heart-rate monitor and live translation perks have hogged headlines), but the AirPods Pro 3’s fit has been completely reworked. I’m working on a full review of those too (they keep me chained up in TR HQ you know) but even at this early stage and during my testing, I can tell you that for me, the AirPods Pro 3 are much comfier than the Nothing Ear (3) now.

Nothing’s pinch stems still work really well, but again (and at the risk of sounding like a broken record) it’s only as good as the older, cheaper Nothing set. You can still customize what the morse code short- and long-press combinations do for each stem – including volume – and they also work with gloves on, unlike a lot of touch-capacitive solutions.

Now, the new case. If you’ve got a metallic-finish smartphone, the Nothing Ear (3) are going to look glorious beside it. Aesthetics really is one of Nothing’s strong suits, and these earbuds are the ace in the pack. ‘Elevated’ is the word Nothing’s team keep repeating on this; and it’s true, they look more high-end now. There’s a new custom Metal-Insulator-Metal (MIM) antenna, engineered to just 0.35 mm thick, that now runs along the still-see-through stems of the earbuds to keep connections stronger than ever. It’s the same, but refined – it looks like a more expensive version of what was there before.

And if it’s elevation we need to be focusing on, the charging nest is the thing that’s, er, risen the most. It is now crafted from a block of 100% recycled aluminum and CNC machine finished through 27 processes. Nano injection moulding also “fuses the metal and transparent plastic without glue, achieving tight ±0.03mm tolerances for a seamless, compact body” according to Nothing, so there’s no glue anywhere here. And the shiny ‘TALK’ button is placed directly under a nice snappy magnet where the case opens. Nothing assures me it has been positioned so that you won’t cover it with your hand, and the green light-up LED to denote that you’re recording is a strong touch.

Rarely have I had so many colleagues strike up a conversation with me over a set of earbuds (Image credit: Future)

Nothing Ear (3) review: Value

  • Great-looking earbuds
  • LDAC adds sound-per-pound value
  • …but this is higher-end territory, and the Nothing Ear (a) still exist

The older Nothing earbuds were near-rivals for Sony’s cheaper earbuds, but that’s no longer the case: Sony’s excellent affordable WF-C710N cost $119 / £100 / AU$189, so they’re in a different category to the $179 / £179 Nothing Ear (3).

And although there’s a lot to enjoy in the Ear (3), unless you have a Nothing handset for transcription features, the Super Mic really is just a better mic for calls and certain voice notes – it doesn’t support WhatsApp voice notes (yet), which I explain in more depth in my early Ear (3) experiential.

The personalization is very very good, but the audio has suffered a little for me in this iteration, becoming a little harsher through the treble on occasion, probably due to the slightly bigger driver and tweaked acoustic architecture.

Should I buy the Nothing Ear (3)?

Swipe to scroll horizontally

Section

Notes

Score

Features

Solid spec sheet, but the Super Mic is really only a standout feature if you own a Nothing phone

4.5/5

Sound quality

Zeal and get up and go to a fault? Almost. They’re vigorous and exciting, but there’s occasional treble harshness

4/5

Design

Beautiful design language, but the earpieces are no longer among the comfiest around

4.5/5

Value

Given the price of older iterations, it’s hard to see huge value for money here

3/5

Buy them if…

Don’t buy them if…

Nothing Ear (3) review: Also consider

Swipe to scroll horizontallyHeader Cell – Column 0

Nothing Ear (3)

Nothing Ear (a)

Sony WF-C710N

Price

$179 / £179 / AU$299

$99 / £99 / approx AU$192

$119 / £100 / AU$189

Drivers

12mm custom

11m custom

5mm

Active noise cancellation

Yes

Yes

Yes

Quoted battery life

Buds: 5.5hrs (with ANC; up to 10 hours without) Total with case: 22hrs (ANC on; up to 38 hours without)

Buds: 5.5 hrs (9.5 hours without ANC Total with case: 24.5 hrs (42.5 hrs without ANC)

8.5 hrs (ANC ON) / Max. 12 hrs (ANC off); up to 30 hours with the case

Weight

5.2g

4.8g

5.2g per earpiece

Connectivity

Bluetooth 5.4 with LDAC, USB-C

Bluetooth 5.3, LDAC, USB-C (no wireless charging)

Bluetooth 5.3, USB-C, Sony 360 Reality Audio, AAC, SBC

Frequency range

20kHz-40kHz

5000Hz range

20Hz-20kHz

Waterproofing

Yes, IP54

Yes, IP54 earbuds; IPX2 case

Yes, IPX4

Other features

Static spatial audio, Super Mic case feature, Personal sound profiles, advanced EQ

Row 8 – Cell 2

Sony 360 Reality Audio

How I tested the Nothing Ear (3)

(Image credit: Nothing)

  • Tested for two weeks, listened against AirPods Pro 3, Bose QCUE (2nd Gen) and Technics EAH-AZ100
  • Listened at work (in the office, walking on a beach, on a train) and at home
  • Listened to Tidal, Qobuz, Apple Music and Spotify on an iPhone 15 Pro Max, MacBook Pro and heard LDAC on Sony Xperia 1 IV

The Nothing Ear (3) became my primary musical companions for 13 days – after a thorough 48-hour run-in period.

They accompanied me to London (walking brusquely from St. Pancras Station to Waterloo owing to strike action on the London Underground and my need to get a train back to Dorset in 43 minutes!) and at home – where I actually missed delivery of a review sample owing to the efficacy of Nothing Ear (3)’s ANC.

It goes without saying that to better test the comfort levels (and battery life claims), I followed TechRadar’s meticulous methodology testing. I also used TechRadar’s reference playlist (spanning everything from hip-hop to folk music) on Apple Music and Tidal, and also my own musical selections and podcasts. I wore the Ear (3) to watch YouTube videos (mostly about the Austrian singer Falco, since you ask) from my MacBook Pro.

I’ve been testing audio products for well over five years. As a dancer, aerialist and musical theater performer in another life, sound quality, fit, and user experience have always been imperative for me personally, but having heard how wonderful ANC can be when done well, I know what I’m listening out for here also.

Read more about how we test earbuds at TechRadar

  • First reviewed: September 2025

Nothing Ear (3): Price Comparison



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Minecraft Is Crossing Over With Dragonball Z, Including Free Super Saiyan Hair Out Now
Game Updates

Minecraft Is Crossing Over With Dragonball Z, Including Free Super Saiyan Hair Out Now

by admin September 28, 2025



Minecraft is all about making the world your own, and part of that is making your character look how you like, whether that’s simple customization or something from your favorite show, movie, or game. The latest collab to come to Minecraft is Dragonball Z. Mojang hasn’t given us a hard release date, but says this is happening later this year.

As part of the latest Minecraft Live presentation, Mojang teased the new Dragonball Z collaboration. Details on the collab are light, but right now you can get free Super Saiyan Hair from the Minecraft Marketplace, which is available until November 4, 2025.

Minecraft has collaborated with a variety of companies previously. This includes characters like SpongeBob SquarePants, Sonic the Hedgehog, Teenage Mutant Ninja Turtles, Hello Kitty, Terraria, and a whole bunch more. Fashion collaborations include Burberry, Lacoste, and AAPE.

Also announced at Minecraft Live are the Copper Age update landing next week, the holiday 2025 update Mounts of Mayhem, and the educational Friendly Fishing add-on.



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