Macworld | iWorld 2012: XMG Studios working on a location-based Ghostbusters game

Posted on January 28, 2012 by Mike Schramm.
Categories: Uncategorized.

XMG Studio is an indie iOS developer in Toronto that's gotten to work with some very decidedly un-indie licenses. They have made a few popular and original iOS games already (including Cows vs. Aliens and Cannon Cadets), but lately they've been getting more and more involved in licensed work. They delivered an Inspector Gadget game last year, have an app out about the Canadian TV series Degrassi High, and now they've wrangled the official Ghostbusters license for iOS. And VP of Game Development Adam Telfer told us this week at Macworld that they're making a location-based game with it, of all things.

The game will be out this summer, and will use the iPhone's location tech to have players track down virtual ghosts in their real-world environments, both searching them on a map and then using the iPhone itself as a PK meter. They're using a Foursquare-style service to place the ghosts, too, so a ghost might appear at your regular Starbucks stop, you'll get a notification, and once you search for it, you'll be able to earn items and upgrades for searching for and capturing more ghosts. Location-based gaming is a genre that's kind of foundered on the iPhone, but Telfer says he and XMG have some ideas they're excited about, and he thinks the Ghostbusters franchise is a perfect fit. The game is set for a "soft launch" in Canada in a few months, with a launch in North America sometime in June.

As for XMG as a company, Telfer says that "this year we exploded." While the company started out with just six people working on an original game, the office is now up to about 45 employees, and rather than original IPs, Telfer says XMG is looking more for licensing bigger properties, and co-production on titles. Totally Amp'd is another example of that -- it's an app centered around a video series, where you can not only watch the video content, but also interact with the show and its characters in various ways.

We'll look forward to that Ghostbusters app as well. XMG is definitely finding some interesting business deals -- hopefully their take on the location-based gaming genre will live up to the much-loved movie license.

Macworld | iWorld 2012: XMG Studios working on a location-based Ghostbusters game originally appeared on TUAW - The Unofficial Apple Weblog on Sat, 28 Jan 2012 13:00:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogMacworld | iWorld 2012: XMG Studios working on a location-based Ghostbusters game originally appeared on TUAW - The Unofficial Apple Weblog on Sat, 28 Jan 2012 13:00:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments

2011 Best App Ever winners announced

Posted on January 27, 2012 by Mike Schramm.
Categories: Uncategorized.

Jeff Scott of 148 Apps has announced the winners for the Best App Ever for 2011, and you can review at the official site right now. Jetpack Joyride from Halfbrick was the overall winner in the iOS devision (which is a great app, but probably also benefited from actually promoting the Best App Ever vote inside the app itself). There are several other winners across various categories like Most Innovative (Codea), Most Useful (Amazon Mobile) and Best Time Killer (Tiny Wings).

Scott tells us that 148 Apps received a record 1.5 million votes this year, which is three times the total of last year's choices. Before voting began, there were 287,643 nominations across 7,243 apps. This year also featured Android winners in many categories, but Scott says that iOS topped the Android votes by a factor of 10:1.

The Best App Ever awards are always an excellent check of what's available on the App Store, so review the list and find some great new apps. Congratulations to all of the winners, and thanks to 148 Apps for putting the whole thing together.

2011 Best App Ever winners announced originally appeared on TUAW - The Unofficial Apple Weblog on Fri, 27 Jan 2012 14:00:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple Weblog2011 Best App Ever winners announced originally appeared on TUAW - The Unofficial Apple Weblog on Fri, 27 Jan 2012 14:00:00 EST. Please see our terms for use of feeds.

Read | Permalink | Email this | Comments

Daily iPhone App: Vintage Radio

Posted on January 26, 2012 by Mike Schramm.
Categories: Uncategorized.

Vintage Radio is an interesting idea for an iPhone app: It's a ton of various old-time radio recordings (more than 34,000 mystery, horror, comedy, and other old 1930s and 1940s radio shows), all accessible to stream on demand. The app allows you to browse and search shows, set up and save playlists or even share shows on Facebook and Twitter. The selection is really amazing. I like a lot of old-time radio, and this app does have pretty much everything you need. If you have a lot of long car trips or plane rides, it can really help fill the time.

Unfortunately, Vintage Radio's biggest problem might be a dealbreaker. The app uses a very confusing subscription model to make money. Basically, you buy the app for $3.99, and get access to a certain amount of the shows for that price. After that, you have to pay a subscription to listen to more shows -- about $1.99 a month, or a little cheaper if you subscribe for a longer period. I also ran into some issue with the app where I only got a certain number of plays on it, and it's not entirely clear when you browse which shows are paid or free.

Even paying the subcription is probably cheaper than actually buying all of these shows. Even if you have to pay the subscription fee, if you actually spend a year listening to these recordings, it's probably worth it. Vintage Radio is a nice idea that's not implemented well, but if you're a fan of old-time radio, it's definitely worth a look.

Daily iPhone App: Vintage Radio originally appeared on TUAW - The Unofficial Apple Weblog on Thu, 26 Jan 2012 20:00:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogDaily iPhone App: Vintage Radio originally appeared on TUAW - The Unofficial Apple Weblog on Thu, 26 Jan 2012 20:00:00 EST. Please see our terms for use of feeds.

Read | Permalink | Email this | Comments

Pocket Informant planning public beta for cloud service

Posted on by Mike Schramm.
Categories: Uncategorized.

The team from Pocket Informant is at Macworld|iWorld this week to show off the app and announce a new cloud-based service that will share information across all of the company's mobile apps and new web interface. Pocket Informant is a GTD/calendar/tasks app that combines all sorts of functionality in one place, and during Macworld|iWorld, both it and the HD version are on sale for just US$9.99.

The app is great (and we've spotlighted it here before), but the online service should make things much easier for many users. You can sign up on the website now for the public beta of the web app. WebIS, the company behind Pocket Informant, told us that it wanted to start the beta as soon as this week, but it's instead waiting to see what the response is like before launch. The web app will be a fairly open beta, and the company will widen it as time goes on.

The iOS beta, on the other hand, is a little harder to roll out. WebIS will do a closed beta using Apple's Enterprise distribution, so the public won't have much chance to try that cloud service before it's ready to go. But once the code is all set, Pocket Informant users will get a free update that will sync their information across all devices. And while iOS is first, the app will eventually sync info to Android apps as well, so if you use multiple devices, this should really come in handy.

Check back with us all week as our team at Macworld | iWorld is providing complete coverage of all the goodies on the expo floor.

Pocket Informant planning public beta for cloud service originally appeared on TUAW - The Unofficial Apple Weblog on Thu, 26 Jan 2012 16:30:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogPocket Informant planning public beta for cloud service originally appeared on TUAW - The Unofficial Apple Weblog on Thu, 26 Jan 2012 16:30:00 EST. Please see our terms for use of feeds.

Read | Permalink | Email this | Comments

Disney introduces new ‘Cranky’s Story’ levels for Where’s My Water

Posted on by Mike Schramm.
Categories: Uncategorized.

Disney has released the very first new content pack for the extremely popular Where's My Water, "Cranky's Story." It features 40 new levels for the price of 99 cents. Instead of guiding clean water to a shower head as you did in the original game, this update has you direct dirty water to Cranky's plate so he can eat his "junk food."

Where's My Water is a breakthrough title for Disney. Not only has it been phenomenally popular on iOS, but the game's also been released on other mobile platforms, and the free web version appeared in a campaign about clean drinking water. Disney is currently working on animated media about the game's characters, so this has turned into a pretty substantial franchise for the House of Mouse.

This update raises the game's profile and demonstrates Disney's investment in iOS and this property. Fans of the game should find the update in the App Store now.

Disney introduces new 'Cranky's Story' levels for Where's My Water originally appeared on TUAW - The Unofficial Apple Weblog on Thu, 26 Jan 2012 15:15:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogDisney introduces new 'Cranky's Story' levels for Where's My Water originally appeared on TUAW - The Unofficial Apple Weblog on Thu, 26 Jan 2012 15:15:00 EST. Please see our terms for use of feeds.

Read | Permalink | Email this | Comments

NimbleBit calls out Zynga clone of Tiny Tower

Posted on January 25, 2012 by Mike Schramm.
Categories: Uncategorized.

Zynga, which has made its fortune on Farmville, has released an app in Canada (not on the American App Store yet) called Dream Heights, which bears much more than a passing resemblance to Tiny Tower, a terrific and very successful freemium game from NimbleBit (the brothers-run company that we've posted about a few times before). By the looks of things, it seems that Zynga saw NimbleBit's success and decided to borrow most of the game's mechanics.

NimbleBit is pretty genial about the whole thing, but co-founders David and Ian Marsh haven't been completely kind on their Twitter accounts. Both have called out Zynga and posted a big infographic that compares the two games and their extreme similarities. They've also needled Zynga, with 2700 more employees than NimbleBit's three person staff, for not making anything better than a pretty blatant clone of Tiny Tower. Other developers have jumped to NimbleBit's defense on Twitter. It's possible that Zynga may decide not to release Dream Heights due to the pressure from developers; more likely Zynga will release it, and the game will perform decently, but not nearly as well as Tiny Tower has done.

I have asked NimbleBit about getting acquired before. The brothers seem like prime candidates for a larger company to come along and buy them out, and indeed Ian Marsh says during this whole affair that Zynga has offered to purchase NimbleBit and its games before. But as they told me, these guys aren't in it for the money. Certainly their games are very lucrative, but the Marsh brothers have said that they just like making great games on their own and will continue to do that for as long as they can.

It's a shame that Zynga has so blatantly imitated the Marshes' hard work, but you know what they say about imitation and flattery.

NimbleBit calls out Zynga clone of Tiny Tower originally appeared on TUAW - The Unofficial Apple Weblog on Wed, 25 Jan 2012 06:00:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogNimbleBit calls out Zynga clone of Tiny Tower originally appeared on TUAW - The Unofficial Apple Weblog on Wed, 25 Jan 2012 06:00:00 EST. Please see our terms for use of feeds.

Read | Permalink | Email this | Comments

Atari follows up freemium Breakout Boost with paid Breakout Boost+

Posted on by Mike Schramm.
Categories: Uncategorized.

A little while back, Atari continued its releases of updated classic games for iOS with Breakout Boost, a freemium version of the classic brickbreaking game that offers updated graphics and a few new mechanics to go with them. This week Atari announced another title called Breakout: Boost+, and while the general trend on the App Store recently is to go more towards freemium, Atari has actually made a move away from it. Breakout: Boost+ is a paid title, currently available for 99 cents.

The "plus" version includes 100 levels that aren't available in the free version, and it doesn't appear to have any in-app purchases. Other than that, the gameplay appears to be about the same, adding in power-ups and those improved graphics to the standard Breakout gameplay. It's an interesting choice; during a time when most games are dropping their price down to free to get the largest possible audience, Atari has followed up a free launch with a title that falls back on the old paid model while still leaving the freemium version available.

TUAW asked Atari what the deal is. Atari CEO Jim Wilson tells us that this title is definitely not a relaunch, and the choice to offer a paid app doesn't necessarily reflect disappointment with the free version. "Breakout: Boost was a big success for Atari that generated over 2 million downloads," says Wilson, "and we plan to continue supporting the title, having released an update since launch to enhance the initial free levels." Presumably both versions will be updated going forward, so customers can either download the free version as a trial, or buy the paid version to get access to all of the content right away.

This kind of experimentation definitely shows that Atari, a very traditional gaming company, is looking to grow its mobile offerings, especially on iOS. According to Wilson, "This latest release of Breakout: Boost+ is just one small step among many more to come that expands on our mobile games offering and an effort to keep iterating on our games to address consumer demands -- in this case, a call for an upfront premium download." It sounds like at least some of Atari's customers wanted the more traditional paid model rather than the freemium offering. It'll be interesting to see how these two apps do in the App Store going forward.

Atari follows up freemium Breakout Boost with paid Breakout Boost+ originally appeared on TUAW - The Unofficial Apple Weblog on Wed, 25 Jan 2012 05:00:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogAtari follows up freemium Breakout Boost with paid Breakout Boost+ originally appeared on TUAW - The Unofficial Apple Weblog on Wed, 25 Jan 2012 05:00:00 EST. Please see our terms for use of feeds.

Read | Permalink | Email this | Comments

Daily iPad App: Puzzlejuice

Posted on January 23, 2012 by Mike Schramm.
Categories: Uncategorized.

Puzzlejuice is an inventive new game from the creators of Solipskier. Mike and Greg have created a hardcore puzzle game that spans the genre and lets you sort it all out.

The basic mechanic of Puzzlejuice is more or less that of Tetris. Blocks fall from the top of the screen which you must arrange into complete lines. Once you do, however, they don't disappear. Instead, the blocks become a row of letters, which you must arrange to complete words (similar to the great Spelltower) for points.

Tapping on colored blocks in matched rows of three or more turns them into letters too, and depending on which mode you're in, matched words will also explode other blocks, and powerups may even drop in the blocks you're matching. Acheivements like spelling a word of a certain length also keep you on your toes, as does powerup management. If that sounds confusing, you're right, especially since it all happens at once.

I imagine Mike and Greg wanted to create a mild panic in their players. Puzzlejuice is not for the faint of puzzle heart. Even the game's Zen mode is called "Zen mode Extreme," because you can only play it for the highest score in just 90 seconds. The game's tone even pushes that line a little bit, prompting you to increase the difficulty and then rating your performance as "average."

If that appeals to you (and as a puzzle game aficionado, I sure like it), go and find it. Puzzlejuice is available on the App Store in a universal version for just 99 cents. It's a solid game, but bring your brain, because you'll need it.

Daily iPad App: Puzzlejuice originally appeared on TUAW - The Unofficial Apple Weblog on Mon, 23 Jan 2012 08:05:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogDaily iPad App: Puzzlejuice originally appeared on TUAW - The Unofficial Apple Weblog on Mon, 23 Jan 2012 08:05:00 EST. Please see our terms for use of feeds.

Read | Permalink | Email this | Comments

Daily iPhone App: Async Corp

Posted on January 20, 2012 by Mike Schramm.
Categories: Uncategorized.

Async Corp. is about as charming as a puzzle game gets. There are a few flaws with it (most notably that the game does a terrible job of actually telling you how to play, but I'll fix that in a second), but it's just so cute and so charmingly devised that it's hard to put down. The idea is that you've got two grids of colored blocks next to each other, and it's your job (in an almost literal sense, as the game's premise casts you as a worker at a fictional corporation) to "pass packets" back and forth by touching one grid and then the other. The trick is that you can only pass packets when they combine up into a rectangular box of four or more, at which point they create cute little boxes with faces on them, which can then be tapped away for points.

There are three different modes to play that challenge you to accomplish things within various limits, but that's basically how the game works. And yes, once you get over that initial learning curve, there's actually a lot of depth to the game: You can trade pieces to create two cute boxes for a "sync" move that earns you extra points, and once you make a box, you can add pieces to it to keep growing it for more points (though every piece you move has to actually finish off the box, so you can only complete them, not build them up).

The game is a lot of fun, and the cute little graphics, excellent chiptune music, and puzzle replayability make it more than worth the 99 cents. Definitely check it out if you're in for some cute puzzle fun.

Daily iPhone App: Async Corp originally appeared on TUAW - The Unofficial Apple Weblog on Fri, 20 Jan 2012 15:00:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogDaily iPhone App: Async Corp originally appeared on TUAW - The Unofficial Apple Weblog on Fri, 20 Jan 2012 15:00:00 EST. Please see our terms for use of feeds.

Read | Permalink | Email this | Comments

Three new apps support console games from iOS

Posted on by Mike Schramm.
Categories: Uncategorized.

As if there aren't enough apps that supplement or promote console games, here are three more that have appeared recently.

First up is Dragon Shout (free), the Skyrim-mapping app that was released a few weeks ago. It's quite handy, and players can use it to find almost anything in the vast and wonderful world of Skyrim. By the way, if you're a real Skyrim fan, check out our list of 5 apps for Skyrim.

Harmonix has released Dance Central 2 Dance Cam (free), which works with Dance Central for Kinect to record players dancing in real life, and then turn that clip into a music video. It's not a port of Dance Central, but a fun bit of promotion. It comes with seven song clips you can dance to, if you don't have the full game around.

Finally and as promised, Activision has released official apps for the Call of Duty Elite program, which let you check your CoD scores, standings, and messages from your iOS device.

It's interesting to see how these developers have responded to iOS. Instead of porting terrible versions of high-definition games to Apple's devices, they've used iOS to promote their console titles and provide some extra functionality, which customers associate with the bigger brands. Yes, Dragon Shout is unofficial, but we assume the folks at Bethesda would shut if down if there was a problem.

Three new apps support console games from iOS originally appeared on TUAW - The Unofficial Apple Weblog on Fri, 20 Jan 2012 09:00:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogThree new apps support console games from iOS originally appeared on TUAW - The Unofficial Apple Weblog on Fri, 20 Jan 2012 09:00:00 EST. Please see our terms for use of feeds.

Read | Permalink | Email this | Comments

Apple now the number one buyer of microphones in the world

Posted on January 19, 2012 by Mike Schramm.
Categories: Uncategorized.

Apple purchased a whopping 349 million micro electro mechanical systems (MEMS) microphones last year to put in all of its various iOS devices, which means it is now the biggest purchaser of such microphones in the world. That number grew 173 percent from 2010 to 2011, putting Apple up over Samsung for the most microphones bought (and presumably installed and used).

These specific microphones represent the three microphones found in each iPhone 4, 4S, and iPad 2. One of the mics is found in the headphone cable included with each device, and two are on the device itself, with one of those used strictly for noise canceling. This is why Siri works so well at "hearing" even in relatively crowded environments, because there's an extra microphone on board to listen for noise to remove from the incoming signal. It's also worth noting that the iPad doesn't have this third mic, which might be one reason why earlier generation devices haven't been marked for Siri use.

The next-gen iPad will have all of these components too, so Apple isn't done buying up these parts. In fact, if we see both a new iPhone and a new iPad in the next year, Apple could cause yet another spike in the sale of these mini microphones and move even higher up the chart of consumption for this specific part.

Apple now the number one buyer of microphones in the world originally appeared on TUAW - The Unofficial Apple Weblog on Thu, 19 Jan 2012 06:00:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogApple now the number one buyer of microphones in the world originally appeared on TUAW - The Unofficial Apple Weblog on Thu, 19 Jan 2012 06:00:00 EST. Please see our terms for use of feeds.

Read | Permalink | Email this | Comments

Zynga picks up four more mobile gaming companies

Posted on January 18, 2012 by Mike Schramm.
Categories: Uncategorized.

Mobile/social game giant Zynga has made four more acquisitions in mobile gaming, having already picked up quite a few iOS and mobile development companies in the past. This time around, the biggest pickup is a company from Germany named Gamedoctors, makers of the very popular ZombieSmash title. Page44 Studios is the second purchase. They did work on the also very popular mobile version of World of Goo (though Page44 isn't the actual developer of the original game; that's 2D Boy). Hiplogic and Astro Ape Studios are the last two purchases, each with their own libraries of a few mobile titles.

Zynga is building up quite a library of mobile developers and their titles, though we're not actually sure why yet. Most of the developers Zynga has acquired haven't actually put many other titles out on the App Store. Presumably all of these developers are working on something, and Zynga will probably use its new acquisitions to expand its social expertise into the mobile space as well, but the company's strategy hasn't become clear.

Stockholders are waiting on that strategy. The company had its IPO late last year at $10, but since then the stock has foundered and sits at just below $9. If Zynga wants to get that stock price rolling, Wall Street will want to see some action out of all of this spending.

Zynga picks up four more mobile gaming companies originally appeared on TUAW - The Unofficial Apple Weblog on Thu, 19 Jan 2012 02:00:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogZynga picks up four more mobile gaming companies originally appeared on TUAW - The Unofficial Apple Weblog on Thu, 19 Jan 2012 02:00:00 EST. Please see our terms for use of feeds.

Read | Permalink | Email this | Comments

Daily iPhone App: Hero Academy

Posted on by Mike Schramm.
Categories: Uncategorized.

Honestly, I'm not very good at Hero Academy. It's a deep game, slow to develop (asychronous multiplayer mode dictates the pace) and tough to learn. Still, I've enjoyed it. It's the first iOS title from Robot Entertainment, the company behind the Steam and console hit Orcs Must Die! (In fact, most of Robot's developers came from the old Ensemble Studios camp that made Halo Wars and Age of Empires).

The game's both casual and tactical. You are given a certain number of characters or power-ups to play with per turn, and you can use your limited action points to do things like deploy soldiers on the grid-based battlefield, power them up with more attack or defense, move them around, and of course attack the enemy soldiers. Both teams have gems on the battlefield in different places, and the goal is to destroy the enemy's gems while defending your own.

The game's depth comes from the various classes. Warriors, mages, archers, priests, and rogues offer several different characters to play with, each with unique abilities and specs. Archers move fast and strike quickly, but go down easily. A priest can hang back and heal others, keeping them in the game. Unfortunately, the game doesn't exactly explain all of this very well, but Robot's working on telling players how it all works, including with a tips video like this.

My biggest complaining with Hero Academy is the game's ads. Robot uses a freemium model, which is fine, as you can spend money on in-app purchases for more teams to play with, extra custom colors, or completely optional "taunts" you can send at opponents. Some players have had issue with the in-app purchases, claiming that they're unbalanced, but that's actually not true. Robot's made sure that spending money all goes towards optional customization, not anything that affects gameplay. The ads, however, are a problem for sure. If you don't buy the second team, you're left with very distracting ads in the game menus. Plus, you're forced to watch ads on every turn you play. If, like me, you're playing about 15 or 20 games at a time, that's a lot of really annoying ads to watch.

I ended up buying the second team just to get rid of them, which was actually the wrong thing to do. I probably shouldn't have rewarded Robot for annoying me so much. I also wish the title had used Game Center for its login instead of Robot's own clunky system. But despite all of that frustration and the confusion over how the game itself plays, I will say that there is a really nice, well-made game here once you get it. The turn-based battles offer up an excellent mix of deep strategy in very casual and easy-to-control bites, and the game's balanced enough that you can turn the tide of a close battle with some clever moves.

Hopefully Robot will work out all of the issues with the game, and balance out those in-app purchases and ads to a point where they support the title instead of overwhelming it. The bonus, of course, is that Hero Academy is a free download, available right now.

Daily iPhone App: Hero Academy originally appeared on TUAW - The Unofficial Apple Weblog on Wed, 18 Jan 2012 08:10:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogDaily iPhone App: Hero Academy originally appeared on TUAW - The Unofficial Apple Weblog on Wed, 18 Jan 2012 08:10:00 EST. Please see our terms for use of feeds.

Read | Permalink | Email this | Comments

Smule’s Ge Wang plays Magic Guitar for us at CES

Posted on January 17, 2012 by Mike Schramm.
Categories: Uncategorized.

We got to sit down for a quick chat with Smule's own Dr. Ge Wang at CES in Las Vegas last week, and the result is the video below. Not only is the co-founder overseeing Smule's musical experiences for mobile devices (and its recent merger with Khush, another musical developer), but he's also an assistant professor at Stanford's Center for Computer Research in Music and Acoustics.

And, as you can see, he's a mean Magic Guitar player as well. Those gloves he's wearing are Altec Lansing speakers sewn onto some gloves (with the fingertips cut off) for the Stanford Mobile Phone Orchestra. Wang was actually in Vegas to accept the Kids at Play Interactive's Emerging Pioneer award, which is an impressive achievement as well.

Always good to see Smule's co-founder out and about. He says Magic Guitar is selling well, the merger is moving along smoothly, and Smule continues to aim towards expanding its social connection features across apps in the new year. He couldn't share specific plans, but we'll wait and see. When he's kind enough to strum a few virtual bars for us like this, who are we to argue?

Smule's Ge Wang plays Magic Guitar for us at CES originally appeared on TUAW - The Unofficial Apple Weblog on Tue, 17 Jan 2012 21:15:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogSmule's Ge Wang plays Magic Guitar for us at CES originally appeared on TUAW - The Unofficial Apple Weblog on Tue, 17 Jan 2012 21:15:00 EST. Please see our terms for use of feeds.

Read | Permalink | Email this | Comments

Daily iPad App: Run Roo Run HD

Posted on by Mike Schramm.
Categories: Uncategorized.

5th Cell is the developer behind the very popular Scribblenauts (which was released on iOS to great acclaim last year, and just had a new level pack update), and it recently brought a new title to the App Store called Run Roo Run. 2D platforming is a genre that's almost as old as videogames themselves (Mario, who you may know, is the grandfather of jumping around on 2D platforms), and as far as I'm concerned, Run Roo Run is a master class in 2D platforming design.

It also has the added benefit of being a running title of sorts, and a puzzle game as well. The idea is that you, as Roo, a very cute Australian kangaroo, have lost a little blue buddy, and it's your job to jump across the Aussie landscape, over and around various obstacles, to save your friend. But your run is broken up into a series of stages that consist of one screen each, and so the goal is to keep the constantly running Roo jumping at just the right times to make it to the end of the screen and onto the next one.

The action starts simple, but soon double jumps are added, and then the ability to slow Roo down or speed him up, and then you can swing on things, and just like Cut the Rope, a series of relatively simple elements can be combined into some very ingenious puzzles. Also like Cut the Rope, all of the action is crystal clear to see and understand, and the colorful graphics (especially on the iPad's HD version) and very chill Aussie soundtrack make this one a pleasure to play through. It's well polished, excellently designed, and for a 2D platforming fan like myself, every new stage is like another dish at an all-you-can-eat jumping buffet. And every level is timed and rewarded with gold, silver, or bronze medals, so there's lots of drive, even once you've conquered a simple one, to go back and do it perfectly the first time around.

Run Roo Run is a great title, and shows that 5th Cell has really fallen in love with Apple's platform (of course, the big sales from Scribblenauts probably didn't hurt that emotion, either). It's available for 99 cents on iPhone, or for $1.99 on the iPad, with over 420 levels included, more showing up every week, and the option to buy some extra power-ups or convenience items via in-app purchase. Don't pass this one up, whatever you do.

Daily iPad App: Run Roo Run HD originally appeared on TUAW - The Unofficial Apple Weblog on Tue, 17 Jan 2012 19:00:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogDaily iPad App: Run Roo Run HD originally appeared on TUAW - The Unofficial Apple Weblog on Tue, 17 Jan 2012 19:00:00 EST. Please see our terms for use of feeds.

Read | Permalink | Email this | Comments

Daily iPad App: Run Roo Run HD

Posted on by Mike Schramm.
Categories: Uncategorized.

5th Cell is the developer behind the very popular Scribblenauts (which was released on iOS to great acclaim last year, and just had a new level pack update), and it recently brought a new title to the App Store called Run Roo Run. 2D platforming is a genre that's almost as old as videogames themselves (Mario, who you may know, is the grandfather of jumping around on 2D platforms), and as far as I'm concerned, Run Roo Run is a master class in 2D platforming design.

It also has the added benefit of being a running title of sorts, and a puzzle game as well. The idea is that you, as Roo, a very cute Australian kangaroo, have lost a little blue buddy, and it's your job to jump across the Aussie landscape, over and around various obstacles, to save your friend. But your run is broken up into a series of stages that consist of one screen each, and so the goal is to keep the constantly running Roo jumping at just the right times to make it to the end of the screen and onto the next one.

The action starts simple, but soon double jumps are added, and then the ability to slow Roo down or speed him up, and then you can swing on things, and just like Cut the Rope, a series of relatively simple elements can be combined into some very ingenious puzzles. Also like Cut the Rope, all of the action is crystal clear to see and understand, and the colorful graphics (especially on the iPad's HD version) and very chill Aussie soundtrack make this one a pleasure to play through. It's well polished, excellently designed, and for a 2D platforming fan like myself, every new stage is like another dish at an all-you-can-eat jumping buffet. And every level is timed and rewarded with gold, silver, or bronze medals, so there's lots of drive, even once you've conquered a simple one, to go back and do it perfectly the first time around.

Run Roo Run is a great title, and shows that 5th Cell has really fallen in love with Apple's platform (of course, the big sales from Scribblenauts probably didn't hurt that emotion, either). It's available for 99 cents on iPhone, or for $1.99 on the iPad, with over 420 levels included, more showing up every week, and the option to buy some extra power-ups or convenience items via in-app purchase. Don't pass this one up, whatever you do.

Daily iPad App: Run Roo Run HD originally appeared on TUAW - The Unofficial Apple Weblog on Tue, 17 Jan 2012 19:00:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogDaily iPad App: Run Roo Run HD originally appeared on TUAW - The Unofficial Apple Weblog on Tue, 17 Jan 2012 19:00:00 EST. Please see our terms for use of feeds.

Read | Permalink | Email this | Comments

How Line2 accidentally disrupted the phone industry

Posted on by Mike Schramm.
Categories: Uncategorized.

Last week at CES 2012, I met up with Line2 CEO Peter Sisson; he is a man who's done a lot of butting heads with big companies over what started off as a pretty simple proposition. Line2's basic concept was to create a second line (for business or personal calls) on your iPhone. Sisson's original idea was just to have "two lines on one phone," but making that possible for users has turned out to be quite a headache over the years.

The issue, he says, isn't the technology at all. Line2 already has an iOS app out there that provides some pretty impressive services on both the iPhone and the iPad. We've looked at the service before, but it's only gotten better since it went live 18 months ago, now providing the ability to simply place a call (using an interface that's almost identical to the iPhone's regular phone app) over either VOIP or directly through Line2's telephone servers -- in other words, you tell Line2 who to call, and then they call your iPhone while simultaneously ringing the number. They can also answer and screen incoming calls, and all of your interactions are displayed in full conversation style. Especially on the iPad, the contacts and conversation menus look really impressive, and provide an excellent overall view of who you've talked to, about what, and when.

Sounds good, right? Unfortunately, that service has made plenty of trouble for Sisson to deal with. Besides the obvious issues with trying to run a phone line company through other people's phone lines, he's lately been dealing with Apple and its seemingly ever-changing subscription rules. Line2 currently operates under a subscription system: Because it obviously needs extra infrastructure to operate, users pay a per-month fee for the ability to make and use calls and communications. But though Apple recently enabled subscription charges through iTunes, it also requires a 30% cut of those charges, and for Sisson, that's not always doable.

"We don't really have the margin" of profit to give Apple 30% and make money, says Sisson. "We tried initially to do it without them." At first, Sisson tried to operate Line2 without selling subscriptions through iTunes, but Apple's requirements meant that the app itself couldn't mention the subscriptions at all, so all it could show was a login page without any explanation. Users who downloaded it directly from the App Store without any context were obviously confused. And while Line2 does bring in its own audience (most of the users, Sisson says, are businesspeople who use the phone either on the road, or simply as a second line at their desk), that audience of iTunes searchers who were turned off after downloading the app was too big to ignore.

So Sisson decided that Line2 would go ahead and deal with Apple's cut, and there is currently an app under submission for the App Store right now that has that built-in. He's hoping that the extra subscriptions generated from those new users will outweigh the cost of doing business with Apple. But he does say that it's been a pain to navigate through Apple's unclear rules, and while the restrictions are one thing, even more annoying has been that even Apple doesn't seem to know where subscriptions can start or end. It's like getting pulled over by a cop while going the posted speed limit of 55 miles per hour, says Sisson, and being told, "We're planning to change this road to 35 miles per hour."

Fortunately for new Line2 users, part of the new plan is also to go for a more freemium model: The new app, once approved on the App Store, will have some amount of free functionality even before any subscription is purchased. Sisson, again, is hoping that convinces more users who simply find the app on the store to stay and buy the full service. That app will be called Line2 Unlimited, and should be available in the next week or so.

As for the future, Sisson promises that "we'll eventually get to video." Video calling isn't a huge priority for him and his company right now, as he's mostly focused on making sure the audio calls are just right before moving on. But that is a feature to be worked on, and they're also looking into using voice controls to both manage calls and browse through the apps, very similar to what Siri already has working with Apple's native phone system.

The last feature he expects to implement is something called a "call queue." The idea for that one is that you'll set up a list of numbers that you need to call, and then just hit go on your phone. Line2 will then call those numbers for you, letting you know who you're about to talk to as you go. Finish one call, and the next number on the list gets rung up, so as you drive around town, you can take care of a series of calls without having to dial up a number in between.

Sisson's original idea was simple, he says, and the original impetus was just to provide a service he felt that he and others could use. But dealing with all of the disruptions created from just that idea has been more than he ever expected.

How Line2 accidentally disrupted the phone industry originally appeared on TUAW - The Unofficial Apple Weblog on Tue, 17 Jan 2012 07:00:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogHow Line2 accidentally disrupted the phone industry originally appeared on TUAW - The Unofficial Apple Weblog on Tue, 17 Jan 2012 07:00:00 EST. Please see our terms for use of feeds.

Read | Permalink | Email this | Comments

Sculpteo brings 3D printing to the iPhone

Posted on by Mike Schramm.
Categories: Uncategorized.

Sculpteo is a fascinating French company that's working to bring 3D printing to the masses. The company had a booth at CES, and while some of our chat with them had to go through a French/English barrier, they very nicely explained to us how they're doing business and allowing almost anyone to make custom 3D printed objects, even through iOS.

The company can print completely custom items through its official website. You can upload a completely custom 3D file, and by following its web interface, you can have Sculpteo print the object out on demand. I chatted with Sculpteo's rep about how easily that worked, who agreed that while the process itself is generally pretty easy, there are usually a few tweaks that have to be made. Obviously a digital 3D object is not subject to the laws of physics, so sometimes things have to change in the object to make sure it stands up under gravity and can exist at the dimensions planned. But generally, Sculpteo can print out almost anything that someone has previously put together into a 3D file, either on a Mac or PC.

However, the most interesting part of the company (and the real showpiece at CES this year) is the iOS app. The app isn't quite as open as the web interface (you can't just upload your own 3D files), but it does allow you to create custom 3D objects like pre-designed mugs, vases, or even iPhone cases, then customize those things directly from your phone. Created items usually cost from $30 to $40; once created, iOS users can order items right from their devices with immediate shipment.

The 3D printing quality is touch and go. Some of the objects Sculpteo showed off had a sort of glaze over the 3D printing powder, but some items, including an iPhone case, were still very dusty to the touch. It's unclear if those objects were just on display or finished products meant for end users. Assuming that the printing process finishes everything correctly, the end result is that almost anyone can create customized 3D objects on an iPhone or iPad, then get those renderings printed out into real objects.

3D printing has been around for a few years already, but it hasn't been utilized by most of the public. 3D printers and the various costs associated with them are still a little too pricey for common mass market use, and many items created with 3D printing are still too fragile to be much more than showpieces. But Sculpteo hopes its app can "demonstrate the printing process" to the public and show that things like this are possible, even easy and relatively cheap.

Sculpteo's app is a free download on the App Store. The company says its sales of 3D items have seen "an incredible response so far," and it's adding new patterns, items, and functionality to the app all the time.

Sculpteo brings 3D printing to the iPhone originally appeared on TUAW - The Unofficial Apple Weblog on Tue, 17 Jan 2012 05:00:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogSculpteo brings 3D printing to the iPhone originally appeared on TUAW - The Unofficial Apple Weblog on Tue, 17 Jan 2012 05:00:00 EST. Please see our terms for use of feeds.

Read | Permalink | Email this | Comments

Treehouse Labs tracks objects with your iPhone via BiKN

Posted on by Mike Schramm.
Categories: Uncategorized.

Treehouse Labs was one of a few companies inside the booth of a semiconductor company, because Treehouse is using that company's chips for its own products. Treehouse's main product on display was something called "BiKN" (pronounced "beacon"), which uses relatively tiny RFID tags and near-field communications to track various objects using almost any iOS device.

Because the iPhone doesn't have an RFID reader built in (yet -- we may eventually see most mobile devices include one), you'll need an extra iPhone case that slips around the iPhone and connects to the dock connector. The other side of the system is what's called a "tag," which can be attached to your keys, a child, a pet, or anything else you want to keep track of in local space (within a few hundred feet or so). Put the tag on something, load up a tracking app on the iPhone, and you'll be able to see where the item is or ping one item with a bit of playable audio.

Treehouse will be selling the case for around US$99 sometime next month, and a set of two tags can be purchased for $49. The standard BiKN kit is pretty basic and simply helps you detect and follow tagged items on the iPhone.

Treehouse is looking to license the system to other companies, which means you may see BiKN technology pop up embedded in other gadgets -- possibly the iPhone itself. One of the demos at CES showed a plant that had a tag monitoring its own water level; a separate "gateway" enabled the plant to get more water when the tag said the water level was low. This kind of circle could be embedded in a device and the iPhone through an app, which means you could set up a pretty simple system of home automation. You could even do things like have multiple tags beep when they go out of range.

The possibilities are fascinating, and Treehouse is working on getting this kind of technology out to anyone who is interested in using or selling it. Our iPhones and iPads are quickly becoming the center of our connected worlds, even at home; Treehouse's system is one of many ways to connect even more items to that network, making it more useful for all of us.

Treehouse Labs tracks objects with your iPhone via BiKN originally appeared on TUAW - The Unofficial Apple Weblog on Tue, 17 Jan 2012 03:00:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogTreehouse Labs tracks objects with your iPhone via BiKN originally appeared on TUAW - The Unofficial Apple Weblog on Tue, 17 Jan 2012 03:00:00 EST. Please see our terms for use of feeds.

Read | Permalink | Email this | Comments

Daily iPad App: Tour Wrist

Posted on January 16, 2012 by Mike Schramm.
Categories: Uncategorized.

I have to say, of all the product names that I heard and saw at CES 2012 last week (and there were plenty of them), TourWrist was by far my favorite. And the app is pretty interesting as well. It's a free download for iPhone and iPad that allows you to view the company's interactive 360 degree panoramic photos of various locations and interiors. Using the iOS' gyroscope and compass, you can move your iPhone or iPad around in real space, and view TourWrist's panoramas in full 360 degree splendor.

Yes, it's a little gimmicky (and obviously looking through the window of your iPad is no substitute for being somewhere, despite their marketing), but it works quite well, and heck, it's free anyway. TourWrist told us at CES that the company wants to use this kind of software for real estate tours or brand marketing, and in the app right now, you can see inside some homes for sale, or have a look around some famous retail locations, which essentially serve as paid ads for whatever brands they represent. Unfortunately, you can't move around the locations -- these are just photos, not actual 3D environments. But you can click from room to room to see various photos of wherever you're virtually touring.

TourWrist is, again, a free download from the App Store. There are some reported issues with crashing in the iTunes comments, but if you have an iPhone 4 or iPad 2, it should work just fine. "TourWrist"! How great is that name?

Daily iPad App: Tour Wrist originally appeared on TUAW - The Unofficial Apple Weblog on Mon, 16 Jan 2012 19:00:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogDaily iPad App: Tour Wrist originally appeared on TUAW - The Unofficial Apple Weblog on Mon, 16 Jan 2012 19:00:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments