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    <title>Saratoga Games articles</title>
    <link>https://saratogagames.com/articles/</link>
    <description>Game guides, development notes and industry analysis from Saratoga Games.</description>
    <language>en-ZA</language>
    <lastBuildDate>Mon, 28 Sep 2026 12:00:00 GMT</lastBuildDate>
    <item>
      <title>Caveman Taxi flight guide: take off, land and save fuel</title>
      <link>https://saratogagames.com/articles/how-to-play-caveman-taxi/</link>
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      <pubDate>Sun, 27 Sep 2026 12:00:00 GMT</pubDate>
      <description>A practical Caveman Taxi guide covering keyboard and touch controls, smooth flight, safe landings, passengers, fuel, rocks, Campaign, Daily and Practice.</description>
      <category>Game guide</category>
    </item>
    <item>
      <title>Super Air Hockey guide: read the rebound before it happens</title>
      <link>https://saratogagames.com/articles/super-air-hockey-guide/</link>
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      <pubDate>Sun, 27 Sep 2026 12:00:00 GMT</pubDate>
      <description>Learn the Super Air Hockey controls, positioning, defence, direct shots, bank shots, five difficulty levels and single-player modes.</description>
      <category>Game guide</category>
    </item>
    <item>
      <title>Making Caveman Taxi's three controls work everywhere</title>
      <link>https://saratogagames.com/articles/designing-caveman-taxi-flight-controls/</link>
      <guid isPermaLink="true">https://saratogagames.com/articles/designing-caveman-taxi-flight-controls/</guid>
      <pubDate>Sun, 27 Sep 2026 12:00:00 GMT</pubDate>
      <description>How Caveman Taxi's three-button flight model survived touch controls, phone rotation, playtesting and a tutorial that had to learn when to stay quiet.</description>
      <category>Studio notes</category>
    </item>
    <item>
      <title>Inside Super Air Hockey's 120 Hz table</title>
      <link>https://saratogagames.com/articles/building-super-air-hockey-physics-and-rivals/</link>
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      <pubDate>Sun, 27 Sep 2026 12:00:00 GMT</pubDate>
      <description>How Super Air Hockey uses a 120 Hz simulation, swept collision checks, rounded goal jaws and measured reaction windows to keep a neon arcade game honest.</description>
      <category>Studio notes</category>
    </item>
    <item>
      <title>AI game development needs an operating system</title>
      <link>https://saratogagames.com/articles/what-ai-game-development-actually-needs/</link>
      <guid isPermaLink="true">https://saratogagames.com/articles/what-ai-game-development-actually-needs/</guid>
      <pubDate>Sun, 27 Sep 2026 12:00:00 GMT</pubDate>
      <description>Why AI game production needs durable context, independent review, evidence and release identity, and how SaratogaKit coordinates those responsibilities.</description>
      <category>AI game development</category>
    </item>
    <item>
      <title>Choosing a browser game stack when every option looks right</title>
      <link>https://saratogagames.com/articles/choosing-a-browser-game-stack/</link>
      <guid isPermaLink="true">https://saratogagames.com/articles/choosing-a-browser-game-stack/</guid>
      <pubDate>Sat, 26 Sep 2026 12:00:00 GMT</pubDate>
      <description>A practical framework for choosing a browser game stack, using Phaser, Three.js and React across Caveman Taxi, Super Air Hockey, GridInc and BuyoutInc.</description>
      <category>AI game development</category>
    </item>
    <item>
      <title>GTA VI didn't use generative AI. Take-Two still is.</title>
      <link>https://saratogagames.com/articles/what-no-generative-ai-means-for-gta-vi/</link>
      <guid isPermaLink="true">https://saratogagames.com/articles/what-no-generative-ai-means-for-gta-vi/</guid>
      <pubDate>Fri, 25 Sep 2026 12:00:00 GMT</pubDate>
      <description>Take-Two says generative AI had no part in GTA VI. That decision says something useful about authorship, scale and where AI belongs in game production.</description>
      <category>AI game development</category>
    </item>
    <item>
      <title>When is a reused game engine genuinely a new game?</title>
      <link>https://saratogagames.com/articles/from-gridinc-to-buyoutinc/</link>
      <guid isPermaLink="true">https://saratogagames.com/articles/from-gridinc-to-buyoutinc/</guid>
      <pubDate>Thu, 24 Sep 2026 12:00:00 GMT</pubDate>
      <description>The engineering and creative rules behind BuyoutInc: preserve proven progression maths, replace the player's fantasy, and prove the new identity on every screen.</description>
      <category>News</category>
    </item>
    <item>
      <title>Never let the coding agent mark its own work</title>
      <link>https://saratogagames.com/articles/independent-review-for-ai-code/</link>
      <guid isPermaLink="true">https://saratogagames.com/articles/independent-review-for-ai-code/</guid>
      <pubDate>Wed, 23 Sep 2026 12:00:00 GMT</pubDate>
      <description>A production model for AI-built games that separates investigation, implementation, visual review and release verification.</description>
      <category>AI game development</category>
    </item>
    <item>
      <title>Your save file is part of the game design</title>
      <link>https://saratogagames.com/articles/browser-game-save-design/</link>
      <guid isPermaLink="true">https://saratogagames.com/articles/browser-game-save-design/</guid>
      <pubDate>Mon, 21 Sep 2026 12:00:00 GMT</pubDate>
      <description>How browser games can treat local saves, schema changes, offline progress and platform storage as part of the player experience.</description>
      <category>Studio notes</category>
    </item>
    <item>
      <title>The ten-minute test for a game idea</title>
      <link>https://saratogagames.com/articles/testing-a-game-idea/</link>
      <guid isPermaLink="true">https://saratogagames.com/articles/testing-a-game-idea/</guid>
      <pubDate>Fri, 18 Sep 2026 12:00:00 GMT</pubDate>
      <description>A studio framework for judging whether a game idea has a durable interaction, a clear fantasy and enough consequence to justify production.</description>
      <category>Studio notes</category>
    </item>
    <item>
      <title>Building touch controls that survive the browser</title>
      <link>https://saratogagames.com/articles/touch-input-is-not-a-smaller-mouse/</link>
      <guid isPermaLink="true">https://saratogagames.com/articles/touch-input-is-not-a-smaller-mouse/</guid>
      <pubDate>Wed, 16 Sep 2026 12:00:00 GMT</pubDate>
      <description>A technical guide to mobile browser game input, covering grip, multiple pointers, cancellation, orientation, focus and safe recovery.</description>
      <category>AI game development</category>
    </item>
    <item>
      <title>The work hiding behind a playable browser game</title>
      <link>https://saratogagames.com/articles/playable-is-where-production-starts/</link>
      <guid isPermaLink="true">https://saratogagames.com/articles/playable-is-where-production-starts/</guid>
      <pubDate>Mon, 14 Sep 2026 12:00:00 GMT</pubDate>
      <description>Why a working browser game prototype is only the beginning of production, with concrete examples from Saratoga Games and SaratogaKit.</description>
      <category>AI game development</category>
    </item>
    <item>
      <title>Which arguments against AI in games hold up?</title>
      <link>https://saratogagames.com/articles/the-useful-case-against-ai-in-game-development/</link>
      <guid isPermaLink="true">https://saratogagames.com/articles/the-useful-case-against-ai-in-game-development/</guid>
      <pubDate>Sat, 12 Sep 2026 12:00:00 GMT</pubDate>
      <description>A direct examination of AI criticism in games, Steam disclosure, copyright, labour, low-quality output and why responsible AI production will still become normal.</description>
      <category>AI game development</category>
    </item>
    <item>
      <title>The browser game release field guide</title>
      <link>https://saratogagames.com/articles/caveman-taxi-crazygames-approval/</link>
      <guid isPermaLink="true">https://saratogagames.com/articles/caveman-taxi-crazygames-approval/</guid>
      <pubDate>Fri, 11 Sep 2026 12:00:00 GMT</pubDate>
      <description>A field guide to portal-ready browser game releases, using Caveman Taxi's CrazyGames Basic Launch, target profiles, first-minute design and mobile QA.</description>
      <category>Platform notes</category>
    </item>
    <item>
      <title>How to balance 333 goals without flattening the game</title>
      <link>https://saratogagames.com/articles/the-idea-that-became-gridinc/</link>
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      <description>A close look at GridInc's progression architecture: 333 goals, offline earnings, automation, prestige and a South African premise that holds the whole game together.</description>
      <category>Studio notes</category>
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