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Amazon is offering the SiriusXM Roady BT In-Vehicle Satellite Radio Kit for $69.99 shipped. Down 30% from its normal going rate at Amazon, today’s deal marks a new low that we’ve tracked there and is also the first discount all-time at the retailer. Designed to deliver in-vehicle entertainment, the Roady BT satellite radio installs in your car and connects to your stereo through Bluetooth, 3.5mm aux, or over a built-in FM transmitter. You can choose to mount it via a magnetic vent or dash adapter and there’s an additional mounting system that’s sold separately should you need it. Plus, it comes with a three month free trial of Sirius XM or you could opt for 12 months of the brand’s Platinum Programming Package for $99. Keep reading for more.

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The post SiriusXM Roady BT in-car satellite radio kit lets you tune in anywhere for $70 (First sale) appeared first on 9to5Toys.

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Doom’s creators reminisce about “as close to a perfect game as anything we made”

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The archived hour-long chat is a must-watch for any long-time Doom fan.

While Doom can sometimes feel like an overnight smash success, the seminal first-person shooter was far from the first game created by id co-founders John Carmack and John Romero. Now, in a rare joint interview that was livestreamed during last weekend's 30th-anniversary celebration, the pair waxed philosophical about how Doom struck a perfect balance between technology and simplicity that they hadn't been able to capture previously and have struggled to recapture since.

Carmack said that Doom-precursor Wolfenstein 3D, for instance, "was done under these extreme, extraordinary design constraints" because of the technology available at the time. "There just wasn't that much we could do."

<em>Wolfenstein 3D</em>'s grid-based mapping led to a lot of boring rectangular rooms connected by long corridors.

Wolfenstein 3D's grid-based mapping led to a lot of boring rectangular rooms connected by long corridors. (credit: Steam)

One of the biggest constraints in Wolfenstein 3D was a grid-based mapping system that forced walls to be at 90-degree angles, leading to a lot of large, rectangular rooms connected by long corridors. "Making the levels for the original Wolfenstein had to be the most boring level design job ever because it was so simple," Romero said. "Even [2D platformer Commander Keen] was more rewarding to make levels for."

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