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  • First Look: Game Table for the iPad

    by 
    Mike Schramm
    Mike Schramm
    03.30.2010

    Here's some screenshots for another upcoming iPad app called Game Table. The app brings Checkers, Chess, and various card games onto Apple's tablet with detailed graphics and an "intuitive" interface -- the developers claim it's like carrying full board games around with you, but without all the little pieces and doodads. Unfortunately, that also means that you don't actually "play" any games on the device -- it's just a series of boards and interactive pieces for them, so it's up to you as the player to determine how you want to actually move them around. That could be either a benefit (if you have a weird variation of poker or chess that you like to play that wouldn't normally be found in a mobile game, there you go) or a hindrance, if you'd rather your board game action be a little bit more guided. But the price is right -- the Game Table is set to release for just 99 cents. Game Table will be available on the App store at launch. %Gallery-89336%

  • Pocket Sitar is a virtual sitar for the iPhone

    by 
    Mike Schramm
    Mike Schramm
    02.04.2010

    NPR posted the other day about an app that promised to simulate a sitar, the stringed instrument used mainly in Indian music. So just for you, dear readers, we downloaded it [iTunes link] and gave it a shot. The verdict? If you can already play the sitar, you'll probably find it a reasonable approximation. Just like the guitar simulators on the iPhone, there are various strings on screen that you can "strum," and the notes are labeled under the virtual strings. As for actually learning the sitar, however, you're probably out of luck. There's one instructional page, and links to eHow videos, but there's nothing solid in terms of actually learning the device. And unfortunately, the app just feels pretty cheap -- there's a large part of the screen taken up with a one-hit sitar sound, and quite a few times, we'd try striking different strings and get the same notes, as if the app had bugged out and gotten stuck on one file. Of course, I can't play the sitar (though I'm pretty respectable on the guitar), so maybe I was just doing it wrong. But even a little experimentation with the app didn't bring up an easy way to do it right. Still, NPR has a point -- you can't always carry your sitar around with you. If you want to pay 99 cents to have a Pocket Sitar around, this will app will probably strum your chikari.

  • Indie devs struggle to find the perfect iPhone price

    by 
    Justin McElroy
    Justin McElroy
    01.14.2010

    The ease of getting your game onto the iPhone is something of a double-edged sword for indie devs. On the one hand, it's an amazing opportunity to get your pride and joy in front of millions. On the other, though, the amount of competition is pushing prices way lower than some devs are comfortable with. Or as Nathan Vella, co-founder of Toronto-based Critter Crunch/Clash of Heroes developer Capybara Games, so directly put it to Gamasutra "The push to 99 cents is the single most frustrating and terrible thing about App Store pricing." Read the full piece if you'd like a better understanding of why indies are pricing they way they do. Though we understand their frustration, we're surprised there's not more hand wringing about all those free games littering the App Store, since we know so many people who refuse to pay cash for any game on the mobile platform. Do you have any purchasing guidelines you try to stick by?

  • EA, Namco set sights on iPhone development

    by 
    Mike Schramm
    Mike Schramm
    07.23.2009

    Two big gaming companies have made stark moves towards some major iPhone development in the future. Electronic Arts has made what seems to be the strongest move: they've put together a division in the company specifically for making iPhone games, and not just any games. Specifically, the kind that cost 99 cents. 8lb Gorilla is the name of the group they've put together in-house, and apparently it's a bunch of young developers given the task of putting together quick and cheap games about once a month that can sell for 99 cents, keep customers happy, and still bring in a profit for EA. The first title out of the group is a game called Zombies and Me, which appears to be an action game where you blow up zombies with explosives. Who wouldn't pay 99 cents for that one, right?Namco is also making moves toward the platform, though not that specific (or risky, though EA's gambit could pay off big if the young devs turn out a hit). They've created an "Apple Games" division within their company, designed to make games specifically for the iPhone and iPod touch, and presumably for any other platforms that Apple decides to release games on. We hear the Mac is pretty popular -- does "Apple Games" include those other computers they make? Yet another Pac Man remake is the first title from them, but hopefully more original releases are coming.Very interesting to see major companies start setting aside resources specifically to target the App Store's unique market. Mac gamers have been fighting for years to get devs to pay attention to their platform, and now it looks like Apple's handheld devices, along with the relatively easy money of the App Store, have finally done it.

  • WoW Lifecounter tracks TCG life on the iPhone

    by 
    Mike Schramm
    Mike Schramm
    05.12.2009

    Double Bubble has a good little writeup on a pretty useful WoW-related iPhone application. But instead of the MMO, this app centers on another game in the WoW universe: the Trading Card Game. WoW Lifecounter (iTunes link) is a utility that will (you guessed it) count your life points as you play the TCG -- it tracks both sides' heroes, and you can take away or give life points with just the touch of a button. It's pretty simple -- all you do is punch in the starting health of each character, and then the app will even track wins for each side. Usually, you can just track the points with a pen and paper, but if you don't want to bother doing math in the heat of a battle, the app can be fun to use.It's 99 cents, which might stop the cheap among you from picking it up -- we won't blame you if you'd just rather have a Junior Bacon Chee and write things down. But if you play the WoW TCG a lot and always have your iPhone with you, it's probably worth the investment.

  • Would Blackberry's price minimum ensure a quality App Store?

    by 
    Mike Schramm
    Mike Schramm
    03.06.2009

    Here's an interesting idea for the App Store. Gizmodo posts that the new Blackberry "App World" has set a minimum price on its apps, asking no less than $2.99 for whatever you buy in there. At first glance, that's pretty rough -- there are a lot of free apps on the App Store right now that we wouldn't pay 99 cents for, much less $2.99. But then again, Gizmodo is willing to at least suggest the benefit of the doubt: maybe it's done on purpose, to get us past the scourge of the many fart and other useless apps populating the App Store. Maybe if every app is sold for $3 or more, they'll end up all being worth that much, too.But we have to agree with Gizmodo's conclusion, too: while it would be nice if every app on the store was worth more than $3, there are definitely a few apps out there that are worth having the lower (and free) prices for. And to add to that, it's hard to believe that, even at $3, every app would strive to live up to that price -- most likely what will happen is that you'll end up with just as much crap on the Blackberry's store, except that you'll be paying $2 more for it.Still, it's an idea. If Apple did a little price tweaking, is it possible that they could ensure a little more quality to what shows up on the store? Or, in the case of the junk that's on there now, will we just end up with higher-priced junk?

  • Test your hearing with Audiometry for the iPhone

    by 
    Mike Schramm
    Mike Schramm
    02.04.2009

    I was just listening to the great Sound Opinions music podcast the other day, and they had a woman on who was campaigning against hearing damage. In fact, she actually called out iPod headphones (as I was listening to the show on my iPhone) as one of today's leading causes of hearing damage -- too many people are listening to music through those headphones way too loud.Unfortunately, the iPhone can't fix your ears (yet), but it can help you figure out if there's a problem: Audiometry is a 99 cent app that will test your hearing for you through a range of frequencies, and let you know whether your ears are blown out or whether you've still got some good vibrations left. The app plays a tone at each frequency, asks you whether or not you heard it (though you've got to be honest -- there were a few times I could hear the tone stopping and starting but not the tone itself), and then gives you a results list on how you did.Future versions of the app will include a dB test (for loudness rather than just frequency), and the ability to save and share tests with others. It's hardly a substitute for going to a real ear doctor (if you have serious issues, you should definitely do that), but considering all the damage your iPhone may have done to your ears, the least it could do is help you figure out how much. While you're at it, review this article from Apple on setting the maximum volume limit on an iPod.[via textually.org]

  • 2008 Best iPhone App Ever winners announced

    by 
    Mike Schramm
    Mike Schramm
    01.09.2009

    The voting only went underway a while ago, but they've just announced the winners for the 2008 Best App Ever awards, celebrating (according to 148apps.com and the people they got to nominate and vote in their contest) the best iPhone apps of last year. As I said for the voting, you can probably take most of this with a grain of salt, but there's no question that there are some awesome apps in here, and probably at least one or two you'll be interested in checking out if you haven't yet.Shazam won big in the "Best Overall", "Most Innovative," and "Best WOW" categories, and that is well worth it: Shazam is super reliable and works great as a "music recognizer." Rolando picked up "Best Game Graphics," and "Best Game Controls." Fieldrunners also picked up two awards for "Best Strategy Game" and "Best Long-play Game."Unfortunately, the much-despised (by me) Ocarina won three total awards, including "Best 99 cent app" (I would have chosen Koi Pond over that one easily and that's one where Weightbot was made to win), but feel free to ignore me and my iPhone app crankiness. There are lots of great iPhone apps here (especially when you dive into the nominations), and overall, we're looking at the best of a terrific first year of iPhone development. Onward to 2009!

  • Apple officially cuts DRM-free track prices to $.99

    by 
    Joshua Topolsky
    Joshua Topolsky
    10.16.2007

    In a move which can only be described as unsurprising, Apple has officially announced plans to lower the price of its iTunes Plus offerings (AKA iTunes sans-DRM) to $.99, instead of the higher-priced premium of $1.29. Old Jobsy claims that the decision was made due to the popularity of the unlocked, higher quality tracks with customers, saying, "It's been very popular with our customers, and we're making it even more affordable." Of course, it also seems likely that iTunes and Apple are feeling the burn from the new wave of DRM-free music providers, like Amazon, and the persistent rumors / news of former playmate Universal amassing an "anti-iTunes" which could seriously compete with the Cupertino monolith's business. Sure, it's the third-largest retailer of music in the US, but there's always someone creeping up from behind -- just ask Irv Gotti.Update: Apple press release makes it really, really, super duper official.