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  • Apple patent suggests Magic Mouse with display panel

    by 
    Mike Schramm
    Mike Schramm
    01.20.2011

    A newly revealed Apple patent has an interesting take on the Magic Mouse: the patent shows a display embedded in its touch surface, creating sort of a mini iPod touch-style interface. It's not clear just how much processing power the display-enabled mouse itself would have, but uses mentioned in the patent seem to involve the display working in conjunction with actual Mac apps, like showing a calculator when using the Numbers app on your Mac, or a magnification of text when using Pages. There is an actual processor listed in the patent, so the Mouse would have some capability of its own to run integrated apps. You may be able to set up parts of the touch display surface to work as buttons, maybe to handle special functions in games or apps. And the patent also says that this display technology could be used in the Magic Trackpad or even in the MacBook trackpad itself, providing an extra space for displaying graphics wherever the user has a touch interface to play with. It's an interesting idea. As with most of these patents, it sounds like this is simply something Apple is researching rather than actual technology going into an approaching Magic Mouse refresh -- there are a lot of elements that have to be worked out (like why would you put a display on a device usually covered by your hand?) before this kind of thing goes on sale. But it is an interesting idea, and we may one day see Apple use it in a real product.

  • iPhone meets Arduino, tilt joystick for mobile games results (video)

    by 
    Vlad Savov
    Vlad Savov
    01.12.2011

    Even though games like Infinity Blade can be great fun on the iPhone, there's no getting around the fact that touchscreen-centric, buttonless devices don't offer the best gaming ergonomics. A modding project gone horribly right, however, might just fix that right up for all of us. Shane Wighton set out to build a robot to try and beat his favorite iPhone game, replete with a webcam and an Arduino setup, but in the process of doing so he "just realized that [he'd] made a mechanism to play tilt based phone games with a joystick." Yes indeedy, one of the most awesome DIY gaming accessories was built by fluke as much as design. See it revolutionizing mobile gaming just after the break.

  • Tactile+Plus adds buttons to your iPhone - kind of

    by 
    Mike Schramm
    Mike Schramm
    11.22.2010

    Steve Jobs dislikes buttons, which is why one of the most premier gaming devices in the world has no tactile feedback whatsoever. But there's still a call for finding buttons on the screen by feel alone, and Tactile+Plus is designed to let you do just that. It's a little plastic sticker sheet that you can place on your iPhone or iPod touch's touchscreen, and it will provide touchable, raised bumps where buttons go in certain games. Just peel the buttons (you get a D-pad sticker and four buttons with the pack) off of the sheet, place them onscreen where the virtual controls are, and voila, you've got bumps that let you know what to press. The product is made in Japan, but there is a US price listed of $7.40, so you can order it (though it'll be at your own risk). Plus, it seems a little messy -- if the buttons really are sticky enough to stay on the glass, they might leave residue there, and if they're not, they might be tough to actually control games with. But it's an interesting idea, and until Steve and Apple work out that dynamic tactile interface, it might be a workable solution. [via Joystiq]

  • The road ahead for updates to Final Fantasy XIV

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.11.2010

    Final Fantasy XIV is a game that inspires rather energetic opinions, but even the game's most ardent defenders will say that the game has issues that need to be addressed. Square-Enix has acknowledged this and promised to start rolling out updates starting this month to address many of the most pressing issues. Not only has the most recent update the player site enumerated several changes coming to the game in November and December, it also outlines the changes due for implementation early next year, and it's quite the list. Among the more hotly anticipated changes are a set of UI overhauls aimed at mouse and keyboard usage and improvements to the market ward interface. The updates will also see adjustments to skill point awards to help ease out the somewhat spiky nature of current rewards and a reduction of the points needed to attain rank 20, both allowing players quicker access to longer-term content. If you're playing Final Fantasy XIV or simply wanting to see what was on the horizon for the large patches before making a decision, take a look -- there's a great deal of information to digest.

  • Super Street Fighter IV 3DS features the one-touch Shoryuken

    by 
    JC Fletcher
    JC Fletcher
    10.15.2010

    The 3DS has a touch screen instead of an arcade-spec joystick, which makes it a bit less than optimal for fighting games like Super Street Fighter IV 3D Edition. But in bringing the fighter to 3DS, Capcom has done its best to concoct a little touch-screen-ade. The game's website details the touch screen implementation, which allows players to assign their choice of moves to four sections of the screen. You can set things like Focus Attacks, special moves, Ultra Combos, or combinations of three simultaneous button presses, according to the examples shown. Capcom has been known to make concessions like this for systems without ideal fighting game controllers. SNK vs. Capcom EO on GameCube allowed players to launch special moves by pressing directions on the right stick, for example, and Tatsunoko vs. Capcom had optional simplified controls for use with the Wiimote and Nunchuk.

  • First Impressions: Final Fantasy XIV

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.22.2010

    There are times when my job is kind of a mixed blessing. Case in point: It falls to me to talk about my first impressions of Final Fantasy XIV, which is about as not for everyone as a game can possibly be. It features some things that seem custom-built to annoy certain players into apoplectic fits, starting with the controls and the hardware mouse that has been absent for the whole of beta. (I don't know whether it'll be in the launch today. But probably!) I would be remiss not to mention any of these elements. On the other hand, I adore this game. The game isn't what I would have made; it's better, and it hits so many notes in just the right way that I don't particularly care about the discordant elements. So that means that my job is to give a good idea of how Final Fantasy XIV plays without letting my deep, unrestrained affection run rampant. Still, enough about the balancing act I have to go through -- how does the game actually play?

  • iTunes 101: Using the Album Art widget

    by 
    Mike Schramm
    Mike Schramm
    09.03.2010

    Here's a cool new feature in iTunes 10 that we haven't mentioned yet: when listening to any song in your library, you can double click on the album art window in the lower left hand corner to detach it from the main window and see it full size. That's not new -- you could get a closer look at the art in previous versions of iTunes. But what is new is that when you mouse over that detached art, you now get full QuickTime-style controls for your tracks. You can then minimize the main window (using those weirdly-aligned buttons, of course), and then just control the music directly from that square widget (which can also be resized any way you want). Pretty neat, and somewhat hard to find if you don't usually zoom in to see your album art full size. This replicates some (not all) of the functionality provided by CoverSutra and a number of other "iTunes controllers," so it looks like Apple has (yet again) decided to make a popular function in third-party apps part of the official thing.

  • Super Scribblenauts preview: Maxwell's house

    by 
    Mike Schramm
    Mike Schramm
    09.01.2010

    From what we've seen, it seems safe to say that if you liked Scribblenauts, you'll love the sequel. It's got a refined and updated version of the original's wordplay, along with plenty of fun extras like a level editor with deep scripting capability, and a "merit" achievements system that keeps the gameplay moving even after you've beaten the 100-plus levels the first time. But what if you didn't like Scribblenauts? What if, like me, you were charmed by the premise, but were overwhelmed by the execution, by the option to create anything in order to solve a series of often nebulous puzzles? %Gallery-99780%

  • Famitsu interview covers the testing of Final Fantasy XIV

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.20.2010

    After the recent interview confirming that some of the disliked aspects of the game weren't going away, it's understandable that some Final Fantasy XIV fans might have felt a bit disheartened. After all, it's easy to feel as if the developers weren't trying to listen to the players at all about their issues. The newest interview to come out of Gamescom, however, should help to alleviate some of those fears. Famitsu, frequently a good source for game information, had a chance to chat with some of the team about the game's testing schedule and their interactions with feedback. Two of the big issues highlighted are the controls and the user interface -- both polished since earlier phases and both continuing to be polished. The team wants control to be smooth with or without a gamepad, whether you don't have a gamepad or simply choose not to use one. There's also a mention of further classes possible, including pet classes, and the acknowledgment that the development team is currently debating the two-day guildleve timer after all. Take a look at the full interview if you're interested in Final Fantasy XIV, as it covers some interesting ground.

  • WWDC 2010: Hands-on with Chopper 2

    by 
    Mike Schramm
    Mike Schramm
    06.15.2010

    Chopper's been in the App Store since day one, and David Frampton of Majic Jungle Software is the guy who put it there. Since then it's garnered over a million downloads, he's made a number of other App Store titles (and brought the game to the Mac), and he's hard at work on the game's sequel. We've actually posted it here on TUAW before (more on that implementation in just a bit). but I got to go hands on with the game on the iPad at WWDC. As a game, it plays about the same as the first one -- you control a chopper across 36 missions in 12 different locations, doing things like blowing up enemies, rescuing hostages, and so on. But the intriguing part of the game is the control scheme -- while it uses the same tilt-to-fly method as the first one, the fire button isn't on screen any more. Instead, you just touch anywhere to fire, and then adjust your finger on the screen to aim. It's amazingly intuitive -- the lack of a UI solves the problem of graphics getting in the way, and Frampton's figured out a great balance of skill-based aiming and touch-anywhere-to-fire.

  • TUAW's Daily App: 2360: Battle for Cydonia

    by 
    Mike Schramm
    Mike Schramm
    05.28.2010

    We've been doing apps and puzzle games a lot on this feature lately, so let's not forget what makes a game really fun: a big robot blowing up lots of stuff. Fortunately, Battle for Cydonia is full of that, as you control a mech armed with dual machine guns through a series of missions on the future planet of Cydonia. It's a pretty simple affair, but the multitouch controls really make it shine -- you draw a path for your mech to take, and then just tap on enemies as they appear to shoot them down. You can upgrade the mech and its weapons over time, but the core gameplay here is just opening up a can of hot lead on anything that crosses your path. And plus, it's a free download right now -- if you like the game, you can pick up a "Signal from Titan" mission pack with new weapons, levels, and enemies to face off with for just 99 cents. Battle for Cydonia is an excellent little sci-fi shooter that's definitely worth the price.

  • Patent: Invisible button on future MacBook Pros

    by 
    Megan Lavey-Heaton
    Megan Lavey-Heaton
    04.30.2010

    AppleInsider has the story of a patent application that would turn any place on the aluminum shell of a MacBook Pro into a disappearing input space by utilizing invisible backlit holes. The application describes an input device made of the same material as the computer housing, so when not in use, it disappears. Light, combined with a capacitive sensor, would enable it to work. The patent example showing this in action displays a control wheel that's similar to the iPod's. Comparisons are made in the patent to the iPhone's touchscreen surface and its drawbacks -- mainly the seams and the fragility. Indeed, something made of aluminum would be a lot tougher and not look as tacked-on as plastic or rubber. Other uses for such a device would be a trackpad, external button, a display when the computer lid is closed, Wi-Fi signal/battery indicators and more. [via Techcrunch]

  • Staying in control with Final Fantasy XIV

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.17.2010

    We're likely nearing the end of useful information that can be gleaned from the current wave of testing in Final Fantasy XIV, leaked or otherwise, but what a fruitful time it has been. The game's picture has solidified so much in our minds compared to a scant few weeks ago that we can look at much of the information-heavy translated article from 4Gamer.net and see things we're already aware of. Still, there are tidbits like the nuances of the control scheme that had been largely unmentioned before now, and another set of eyes confirming some of the cooler features is certainly welcome. While it's no great surprise that the game should work well with a controller, the change to a standard WASD setup for movement should please any number of fans. Unfortunately, keybinds for individual menu windows like character status seem currently inaccessible, though that's likely to change. We also learn a little more about the ability system -- it seems that abilities are somewhat weaker on other disciplines, although they're still usable. Combine that with a number of gorgeous screenshots, and Final Fantasy XIV fans can enjoy the most recent course of information. (Oh, and yes, another mention of the underwear thing.)

  • Activision puts Geometry Wars: Touch, Tony Hawk 2 on the App Store

    by 
    Mike Schramm
    Mike Schramm
    04.01.2010

    iPad titles have started appearing on the App Store, and two big video gaming names are there with them. First up, Activision has apparently dropped a copy of the arcade shooter Geometry Wars out there in the form of Geometry Wars: Touch for iPad. Given that we haven't actually played the game yet, we're not sure how they work out the two-stick controls (generally in these games, you move with one stick and shoot with the other), but they are advertising a new game mode, called Titans. Looks fun -- it's a full US$10 app, which might be pricey without trying it, but the Geometry Wars series tends to offer up some fun and addictive arcade experiences. And as predicted, Tony Hawk's Pro Skater 2 is now out on the App Store. It is not an iPad title -- it's only for the iPhone and the iPod touch, but of course it should still run on the iPad in an upscaled mode. This is probably my favorite Tony Hawk game of all time, and while the touchscreen controls may be a little squishier than the old PlayStation buttons, the reviews are great so far. There you go: Two nice, big titles from Activision to kick off the iPad's launch.

  • Tony Hawk coming to iPhone soon

    by 
    Mike Schramm
    Mike Schramm
    03.17.2010

    A leak on Tony Hawk's official Twitter account has revealed this picture, which appears to be Tony Hawk's Pro Skater game being played right there on the iPhone. The tweet that linked to this picture seems to be gone, but it promised that "This is real & dropping soon." If we believe this message, it looks like we may be seeing the seminial skating series on the iPhone in the near future. My Tony Hawk knowledge is far from complete, but that level certainly does look like the hangar level from Tony Hawk's Pro Skater 2, which was my personal favorite way back on the Playstation 1 (I also played it quite a bit on the PC back in the day). Of course, just because the aforementioned level is in there, that doesn't mean that it's the full Pro Skater 2 (the iPhone version could be a mixup of levels from the previous skating games). However, given the font, and the d-pad and button layout, it does seem that we'll be seeing some old school TH action (as opposed to the recent Tony Hawk Ride debacle). We'll keep an eye on the store and let you know if and when we see something.

  • Assassin's Creed II multiplayer, Rayman 2 out now on the iPhone

    by 
    Mike Schramm
    Mike Schramm
    03.01.2010

    Two major league games have hit the App Store already this week, one of them for the surprise price of free. Ubisoft has released the multiplayer version of their Assassin's Creed II game on the App Store, and it's available for free for the first 48 hours. The game's a top-down multiplayer game that has you walking around the world of the console version, both targeting other players and being targeted yourself. All the reports say it's definitely worth a try, and if you can catch it before they raise the price back up (sounds like Ubisoft is trying to find a place for their releases), you should. And as expected, Rayman 2 is also out on the App Store -- it's a port of the 3D Playstation platformer that was actually a Ubisoft property, but as you can see from the trailer above, this one's been ported by Gameloft. As with most iPhone platformers, the game uses virtual controls, but Touch Arcade says they work just fine. The save system is the biggest issue -- your iPhone is not the best platform for playing games for long stretches of time, and any game that kicks you back out to a menu if you happen to step away for a second will cause frustration eventually. Still, it sounds like a solid platformer port, and there are certainly fans of those out there. The game is $6.99 on the App Store right now.

  • WoW Rookie: Effective movement and camera use

    by 
    Lisa Poisso
    Lisa Poisso
    02.25.2010

    New around here? WoW Rookie points WoW's newest players to the basics of a good start in the World of Warcraft. For links to all our tips, tricks and how-to's, visit WoW.com's WoW Rookie Guide. Does your numbskull pet always seem to come between you and the object of your affectionate (or not-so-affectionate) clicking? How can you get turned around and react more effectively when something smacks you from behind while you're drinking up? Wouldn't it be nice to see something besides your own rear end? And speaking of which, is it your camera angle or do you think your character been putting on a few extra pounds? What you need, my friends, is better movement and camera controls. As the challenges and skill level ratchets up over the levels, clunkier styles of viewing your game field and moving your character may eventually cause you to fall behind the performance curve. Our advice: Find out what the best practices are, and then try them out sooner rather than later. Let's face it, changing the way you see and move around the game world can be completely disorienting. You feel as if you're starting all over again, just learning the controls. (Bottom line: It's true. You are.) But the payoff is more efficient, more effective play that ultimately makes your character more enjoyable to play.

  • Song Summoner and sequel coming to iPhone

    by 
    Mike Schramm
    Mike Schramm
    12.02.2009

    I actually did buy Song Summoner, the strange, out-of-nowhere tactics RPG from Square Enix that was made for the iPod last year. Yes, that's right it was made for the iPod -- at a time when everyone was waiting to see pro apps on the iPhone and the iPod touch, Square released a game controlled with a click wheel that used your iPod's songs as characters in a tactical RPG. And now, we've heard that Song Summoner is returning -- this time as a touchscreen based iPhone app. I have to say -- especially if you like Square Enix RPGs in the style of Final Fantasy Tactics, and you're intrigued by the "song conversion" engine (you choose a song in your mp3 playlists to import into the game, and then it becomes a character with specific stats), it's definitely worth a look. And for Song Summoner completists, the game comes with a sequel as well, unreleased due to Apple's dropping support of clickwheel games (which makes sense, given the App Store's popularity). It'll be in the App Store on December 3rd. No price listed yet, but there will be a lite version to try as well.

  • OnLive claims to run gaming service on iPhone

    by 
    Mike Schramm
    Mike Schramm
    11.18.2009

    OnLive is a company that has been claiming to do the seemingly impossible -- they plan to set up a sort of "cloud gaming" console, where instead of hardware in individual houses (like we have now; you buy a console for your home), they'll have hardware over the Internet, and stream your game to you like watching television. All of the processing and coding will be done on a remote server, but with signals flowing from your controller, it'll seem like you're just playing Xbox at home. It all works in theory, but in practice, Internet connections aren't solid or stable enough to send commands and full HD video back and forth without enough lag to make things unplayable. Still, without actually releasing a product so far, OnLive claims they can do it, and now they're claiming to do it on the iPhone as well. AppleInsider reports that at a recent event in New York, OnLive showed off the same game service running on "2 iPhones, a tv, and a computer" simultaneously, with gamers on all the devices able to communicate and watch each others' gameplay. CEO Steve Perlman admits it's a "tech demo," but doesn't go into detail on what that means (it could simply be a demo running separately on the devices, to show what it would be like, or I've heard of OnLive events where the server is sitting in the room next door). And of course, there's no date or information on an actual release yet. OnLive's service definitely sounds possible someday -- as Internet connections get faster and hardware gets even cheaper, it's not a stretch to think we'll eventually move the heavy processor lifting to another location, leaving much tinier consoles and PCs taking up space on our desks and TV stands at home. But so far all it seems they've got is an idea (and the money that excited financiers have put into the project). We'll have to believe it works when we see it.

  • Walky robot understands iPhone gestures, football fanaticism (video)

    by 
    Vlad Savov
    Vlad Savov
    11.17.2009

    Hey there sailor, we imagine you've been doing your fair share of button mashing what with a certain new bit of software out and about, but how would you like a whole new control paradigm? Taking up Steve Jobs' war on buttons, a group of grad students at Japan's Keio University have put together a comprehensive robot control interface that relies solely on finger swipes, taps, and presses. By employing the iPhone's built-in accelerometer and multitouch screen, the robot can replicate a humanistic walking motion, perform sidesteps and, when called upon, kick a football with gusto and presumed passion. Your destination is just past the break, where the video demo awaits. [Via HDBlog.it]