<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>gedblog&#187; Gaming</title>
	<atom:link href="http://gedblog.com/category/gaming/feed/" rel="self" type="application/rss+xml" />
	<link>http://gedblog.com</link>
	<description>A day in the life of me.</description>
	<lastBuildDate>Wed, 09 May 2012 20:45:24 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
		<item>
		<title>Ski Safari: 007 Edition</title>
		<link>http://gedblog.com/2012/05/06/ski-safari-007-edition/</link>
		<comments>http://gedblog.com/2012/05/06/ski-safari-007-edition/#comments</comments>
		<pubDate>Sun, 06 May 2012 20:52:59 +0000</pubDate>
		<dc:creator>Ged</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Geek]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[alpine]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[ipad]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[james bond]]></category>
		<category><![CDATA[ski safari]]></category>
		<category><![CDATA[soundtrack]]></category>
		<category><![CDATA[spy]]></category>

		<guid isPermaLink="false">http://gedblog.com/?p=3146</guid>
		<description><![CDATA[Lately I&#8217;ve been playing a great deal of Ski Safari, a wonderful casual game from Defiant Development for iOS. The game is a high score climber similar to the awesome Tiny Wings, in which you play play Sven, a skier trying to stay ahead of an ever-approaching avalanche. The object of the game is to [...]]]></description>
			<content:encoded><![CDATA[<p><img style="float: right; margin-bottom: 5px; margin-left: 15px;" src="http://gedblog.com/wp-content/uploads/skisafaribond_thumb.png" alt="" />Lately I&#8217;ve been playing a great deal of <a href="http://itunes.apple.com/us/app/ski-safari/id503092422?mt=8">Ski Safari</a>, a wonderful casual game from <a href="http://defiantdev.com/">Defiant Development</a> for iOS. The game is a high score climber similar to the awesome <a href="http://gedblog.com/2011/03/27/tiny-wings-tips-tricks/">Tiny Wings</a>, in which you play play Sven, a skier trying to stay ahead of an ever-approaching avalanche. The object of the game is to simply get as far as possible, picking up coins, speed boosts and various forms of animals like penguins and even Yeti&#8217;s in a high-paced race to stay alive. Developers Brendan Watts &#038; Shawn Eustace have done a marvelous job of making Ski Safari fun, addictive and immensely satisfying to play. I have a bit of a competition <a href="http://twitter.com/gedeon/status/199155960298737665">going on</a> with a few of <a href="http://twitter.com/BigZaphod/status/199211555819237376">my friends</a> as we play a high-stakes game of <a href="http://twitter.com/SteveStreza/status/198900676271685633">one-upmanship</a> on the snowy slopes of the high Alps.</p>
<p>The game is pretty awesome as it&#8217;s designed, but I recently discovered I could make amp up the coolness by a factor of 10 or so simply by turning off the default music in the game and substituting my own action-packed soundtrack. And what soundtracks are best suited for racing down snow-covered mountains at breakneck speeds? Why none other than the ultimate spy, James Bond, of course! If you own any of theme tracks from the James Bond films, simply start them playing on loop and then turn off the in-game music to give yourself the <a href="http://youtu.be/RpBWIr4EWb8">ultimate action sequence experience</a>. I&#8217;ve found that &#8220;<a href="http://dl.dropbox.com/u/2320369/Runaway.mp3">Runaway</a>&#8221; from Roger Moore&#8217;s <a href="http://www.youtube.com/watch?v=RpBWIr4EWb8">For Your Eyes Only</a> and &#8220;<a href="http://dl.dropbox.com/u/2320369/Bond_77.mp3">Bond 77</a>&#8221; from <a href="http://youtu.be/qw77HagbeHM">The Spy Who Loved Me</a>, are the perfect Ski Safari tracks, but your death-defying milage may vary.</p>
<p>Maybe the developers of Ski Safari will eventually see fit to make a James Bond-esque version of their game complete with bad guys on black snowmobiles, machine guns and deadly helicopters chasing you, but until they do, this is the next next best thing. Have fun and do try and come back in one piece, <a href="http://youtu.be/NJ7SwhNteyw">007</a>!</p>
]]></content:encoded>
			<wfw:commentRss>http://gedblog.com/2012/05/06/ski-safari-007-edition/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
<enclosure url="http://dl.dropbox.com/u/2320369/Runaway.mp3" length="4623403" type="audio/mpeg" />
<enclosure url="http://dl.dropbox.com/u/2320369/Bond_77.mp3" length="5254899" type="audio/mpeg" />
		</item>
		<item>
		<title>Ramp Champ&#8217;s Ticket to Ride</title>
		<link>http://gedblog.com/2012/04/23/ramp-champs-ticket-to-ride/</link>
		<comments>http://gedblog.com/2012/04/23/ramp-champs-ticket-to-ride/#comments</comments>
		<pubDate>Mon, 23 Apr 2012 14:42:30 +0000</pubDate>
		<dc:creator>Ged</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[app store]]></category>
		<category><![CDATA[apple]]></category>
		<category><![CDATA[arcade]]></category>
		<category><![CDATA[boardwalk]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[iconfactory]]></category>
		<category><![CDATA[ios]]></category>
		<category><![CDATA[ipad]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[ramp champ]]></category>
		<category><![CDATA[skee ball]]></category>

		<guid isPermaLink="false">http://gedblog.com/?p=3065</guid>
		<description><![CDATA[Back when Ramp Champ was released for the iPhone in August of 2009, it was one of only a handful of boardwalk style games in the App Store. Although it had taken much longer to produce than we had initially thought, all of us at the Iconfactory and DS Media Labs were proud of the [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://rampchamp.com/"><img src="http://gedblog.com/wp-content/uploads/prizeticket_thumb.jpg" style="float:right;margin-bottom:10px;margin-left:20px;" /></a>Back when <a href="http://rampchamp.com/">Ramp Champ</a> was released for the iPhone in August of 2009, it was one of only a handful of boardwalk style games in the App Store. Although it had taken much longer to produce than we had initially thought, all of us at the Iconfactory and DS Media Labs were proud of the effort. From its pixel-perfect artwork, and the fantastic <a href="http://itunes.apple.com/us/album/ramp-champ-original-soundtrack/id350156374">original soundtrack</a> to the design of Ramp Champ&#8217;s in-app purchases, every part was crafted with love. <a href="http://gedblog.com/2009/08/23/rolling-the-hard-six/">I wrote back then</a> that the game was a huge risk for us as developers, but no matter what happened, I wouldn&#8217;t trade the experience for the world. All of us had tons of fun creating the game and the effort was hugely rewarding. Fans loved the rich graphics and cleverly designed puzzles that brought back memories of arcades and boardwalks long gone.</p>
<p>Shortly after Ramp Champ&#8217;s release, <a href="http://www.appshopper.com/games/skee-ball">Skee-Ball</a> by Freeverse hit the App Store and quickly stole Ramp Champ&#8217;s momentum. Skee-Ball was limited in its game play and far less graphically rich than Ramp Champ, but thanks to its straight-forward approach and realistic 3D physics, it became a huge hit. With Skee-Ball&#8217;s success, dreams of hitting the top 25 of the App Store quickly faded and although the game held its own, it never rose to the level that we had hoped it would. We produced several new add-on ramp packs for the game, but both the Iconfactory&#8217;s and DS&#8217;s resources were limited and we each turned our attention to other projects.</p>
<p>With the advent of the iPhone 4&#8242;s <a href="http://en.wikipedia.org/wiki/IPhone_4">retina display</a> 4 in June of 2010, Ramp Champ fans clamored for an updated version of the game with new high-resoultion graphics. The problem was that most of the content for the game was produced using raster (bit-mapped) graphics, not scaleable vectors and re-creating the entire game for retina proved cost prohibitive. For a while there was talk of a sequel that would be designed around all new vector graphics, and an internal prototype was even built, but it just wasn&#8217;t in the cards. Sometimes it&#8217;s difficult for small companies to devote time and money to a project when success is far from assured and such was the case with Ramp Champ. Its future seemed bleak indeed.</p>
<p><img src="http://gedblog.com/wp-content/uploads/blackducks_thumb.jpg" style="float:left;margin-bottom:5px;margin-right:20px;" />Then near the end of 2011, <a href="http://twitter.com/#!/bstahlhood">Ben Stahlhood</a> and I started talking about <a href="http://dsmedialabs.com/">DS Media Labs</a> taking the reins of our favorite gaming son. DS had gone through some restructuring and was hiring fresh new talent to position themselves well for 2012. It&#8217;s always tough handing one of your most treasured creations to another to foster, but with Ramp Champ the move made sense. DS had been a fantastic  partner in the game&#8217;s creation and we knew that if anyone was going to give Ramp Champ a bright future it would be them. With our development efforts focused on <a href="http://xscopeapp.com">xScope</a>, <a href="http://twitterrific.com">Twitterrific</a> and the upcoming <a href="http://astronutapp.com">Astronut</a> for iPad, we finalized the arrangement and I&#8217;m pleased with the result. I don&#8217;t know what&#8217;s in store for Ramp Champ any more than you do, but DS&#8217;s recent <a href="http://dsmedialabs.com/blog/ds-medialabs-fully-acquires-ios-hit-ramp-champ-from-iconfactory/">press release</a> promises at least updated retina graphics, and I&#8217;m confident there will be much more to come after that.</p>
<p>All of us at the <a href="http://iconfactoryapps.com">Iconfactory</a> wish Ben and the gang at DS Media Labs all the best in their success. We look forward to rolling balls, knocking down those damn ducks and collecting tickets for even bigger and better prizes when Ramp Champ ultimately gets the update it so badly deserves. Good luck gang!</p>
]]></content:encoded>
			<wfw:commentRss>http://gedblog.com/2012/04/23/ramp-champs-ticket-to-ride/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>Charadium II, I Love You!</title>
		<link>http://gedblog.com/2012/03/06/charadium-ii-i-love-you/</link>
		<comments>http://gedblog.com/2012/03/06/charadium-ii-i-love-you/#comments</comments>
		<pubDate>Tue, 06 Mar 2012 18:40:17 +0000</pubDate>
		<dc:creator>Ged</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[app store]]></category>
		<category><![CDATA[apple]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[doodle]]></category>
		<category><![CDATA[drawing]]></category>
		<category><![CDATA[fun]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[game center]]></category>
		<category><![CDATA[ios]]></category>
		<category><![CDATA[ipad]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[on5]]></category>

		<guid isPermaLink="false">http://gedblog.com/?p=2753</guid>
		<description><![CDATA[There are only a handful of games on my iDevices that have withstood the test of time and clung to my home screen. Some of these games include Carcassonne, Plants vs. Zombies, Orba, Tiny Wings and now Charadium II. Charadium is a classic Pictionary type game where players take turns drawing a word and guessing [...]]]></description>
			<content:encoded><![CDATA[<p><img style="float: right; margin-bottom: 5px; margin-left: 15px;" src="http://gedblog.com/wp-content/uploads/CharadiumApp.png"/>There are only a handful of games on my iDevices that have withstood the test of time and clung to my home screen. Some of these games include <a href="http://www.carcassonneapp.com/">Carcassonne</a>, <a href="http://itunes.apple.com/us/app/plants-vs.-zombies/id350642635?mt=8">Plants vs. Zombies</a>, <a href="http://itunes.apple.com/us/app/orba-color-smasher/id339434383?mt=8">Orba</a>, <a href="http://itunes.apple.com/us/app/tiny-wings/id417817520?mt=8">Tiny Wings</a> and now <a href="http://charadium.com/">Charadium II</a>. Charadium is a classic <a href="http://en.wikipedia.org/wiki/Pictionary">Pictionary</a> type game where players take turns drawing a word and guessing each other&#8217;s creations for points. There are a bunch of games of this genre in the App Store, but Charadium is far and away the best of breed I&#8217;ve played, and much of that is due to the attention to detail developer <a href="http://twitter.com/#!/on_5">On5</a> has put into the app.</p>
<p>There are two main modes of play, Classic and Ping Pong. Classic lets you join a room with other random players or friends and compete in a round-robin, timed competition to guess words. The play is fast and furious and tons of fun. Drawings don&#8217;t have to be pretty they just need to communicate quickly. The faster someone guesses your word, the more points you will score. The other mode, Ping Pong, is my favorite when playing Charadium. Here you play with a friend and take turns drawing words from a list of three choices (easy, medium and hard). The harder the concept to draw, the more points you&#8217;ll net, but you also risk your opponent not guessing correctly at all. Incorrect guesses hurt your overall point total and can push your opponent to victory. I love Ping Pong games because they are not timed, you can play <a href="http://gedblog.com/wp-content/uploads/charadium_gamelist.jpg">multiple games</a> at once (like Carcassonne), and you get to choose the difficulty of the word to draw. Also, you&#8217;re not usually playing against random strangers so cheating (drawing words) is not an issue.</p>
<p><a href="http://gedblog.com/wp-content/uploads/charadiumdrawings_full.png">
<div style="text-align: center;"><img style="margin-left: auto; margin-right: auto; margin-bottom: 5px;" src="http://gedblog.com/wp-content/uploads/charadiumdrawings_thumb.png" alt="" /></div>
<p></a>On5 makes a <a href="http://itunes.apple.com/us/app/charadium-ii-free/id483550852?mt=8">free</a> and <a href="http://itunes.apple.com/us/app/charadium-ii/id483550450?mt=8">paid</a> version of the app so you really have no excuse not to give it a try. Of course even the $2.99 <a href="http://itunes.apple.com/us/app/charadium-ii-hd/id483544355?mt=8">iPad version</a> is well worth the price and gives players full access to fun extras like more colors, more brushes and of course, no in-app advertising. This is a similar model we use at the Iconfactory for <a href="http://twitterrific.com/">Twitterrific</a> and it really is the best of both worlds. Charadium is also a great example of an app that improves measurably with each new update. In recent point releases, the game has added new brushes, new colors, the ability to play back all drawings (LOVE THIS), saving drawings to the camera roll and much more. There are still a few features I hope On5 adds like a paint bucket to quickly fill large areas with color, and a &#8220;Redo&#8221; command as well as undo, but overall the game play can&#8217;t be beat. Perhaps the App&#8217;s biggest failing, if there is one, is the need for greater stability. Ping Pong games sometimes get stuck and won&#8217;t advance, drawing previews are not always available or in-game chatting won&#8217;t dismiss. If the developers can find a way to make Charadium a bit more reliable, it would become one of my all-time favorite games for iOS.</p>
<p>If you love to draw, are looking for a fun, social game you can play in your spare time or like seeing how other players solve visual problems, Charadium II is for you. I enjoyed the game so much I bought a <a href="http://www.studioneat.com/products/cosmonaut">Cosmonaut Stylus</a> from Studio Neat for my iPad just so I could draw better while playing. No matter what your level of artistic skill, there&#8217;s something for everyone to love in Charadium. Check it out! </p>
]]></content:encoded>
			<wfw:commentRss>http://gedblog.com/2012/03/06/charadium-ii-i-love-you/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Tiny Wings: Tips &amp; Tricks</title>
		<link>http://gedblog.com/2011/03/27/tiny-wings-tips-tricks/</link>
		<comments>http://gedblog.com/2011/03/27/tiny-wings-tips-tricks/#comments</comments>
		<pubDate>Sun, 27 Mar 2011 18:32:54 +0000</pubDate>
		<dc:creator>Ged</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[app store]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[ios]]></category>
		<category><![CDATA[ipad]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[tap]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://gedblog.com/?p=2059</guid>
		<description><![CDATA[Tiny Wings is an <a href="http://itunes.apple.com/us/app/tiny-wings/id417817520?mt=8">iOS game</a> for the iPhone and iPod touch by programmer and artist <a href="http://www.andreasilliger.com/">Andreas Illiger</a>. When it was released in February of 2011, it immediately <a href="http://www.slidetoplay.com/story/tiny-wings-review">earned</a> <a href="http://www.148apps.com/reviews/tiny-wings-review/">praise</a> as one of the most fun and addictive games to ever hit the App Store. Here's my guide to the game including some helpful tips and tricks to get you to the top of the Tiny Wings leader board.]]></description>
			<content:encoded><![CDATA[<div style="text-align:center;"><img src="http://gedblog.com/wp-content/uploads/tiny_wings_header.png" style="margin-left: auto; margin-right: auto; margin-bottom: 20px" /></div>
<p>Tiny Wings is an <a href="http://itunes.apple.com/us/app/tiny-wings/id417817520?mt=8">iOS game</a> for the iPhone and iPod touch by programmer and artist <a href="http://www.andreasilliger.com/">Andreas Illiger</a>. When it was released in February of 2011, it immediately <a href="http://www.slidetoplay.com/story/tiny-wings-review">earned</a> <a href="http://www.148apps.com/reviews/tiny-wings-review/">praise</a> as one of the most fun and addictive games to ever hit the App Store. Being a developer of iOS games <a href="http://iconfactoryapps.com/">myself</a>, I&#8217;m always skeptical about such claims, but after having spent some quality time with Tiny Wings over the past few weeks, I have to say I agree.</p>
<p>The game is not without some level of <a href="http://twitter.com/#!/SteveStreza/status/50018258778210304">frustration</a> which is made worse by the fact that there is but a single interaction method &#8211; Touch the screen or don&#8217;t. Given such simple controls you&#8217;d think the game would be easy to master. Not so. The player slides over hills and vales and either taps to increase their decent or lets up to slow their decent to the ground. Where they land on a slope depends on how well they slide up the next hill and back into the air once again. Tiny Wings is a &#8220;height climber&#8221; style game ala <a href="http://en.wikipedia.org/wiki/Doodle_Jump">Doodle Jump</a> where the player tries to get as far as they can in a single session. When the game ends, the player must return all the way to the beginning and start over. The great thing about Tiny Wings is that it&#8217;s so engaging and addictive you really don&#8217;t mind starting over each time.</p>
<p>By far the greatest challenge in Tiny Wings is mastering the art of sliding. In order to succeed in the game, you&#8217;ll need to practice and become really good at hitting just the proper point on hills in order to achieve maximum momentum. Learning this skill can be tricky and when I first started playing I was so frustrated I was minutes away from deleting the game. Trust me when I say stick with it because once you figure out how to slide properly, the entire game&#8217;s fun quotient gets amped up by a factor of x1000.</p>
<p><a href="http://gedblog.com/wp-content/uploads/slides_full.png"><img src="http://gedblog.com/wp-content/uploads/slides_thumb.png" style="float:right;margin-bottom:5px;margin-left:15px;" /></a></p>
<p>Each hill has a small landing window on the backside that you can hit which results in a perfect slide. This keeps your momentum going and if you stack three perfect slides in a row, you&#8217;ll enter fever mode where every point you earn is <strong>doubled</strong>. Mastering perfect slides is key to climbing the leader boards in Tiny Wings. The more perfect slides you make in a game, the faster you&#8217;ll go, the more likely you&#8217;ll be to touch the clouds (bonus points) and the longer you&#8217;ll be in fever mode. All of these factors add up and when combined with coin collection, result in a higher final score.</p>
<p>In addition to mastering perfect slides, there are a few tips and tricks I&#8217;ve learned that may help you get further and score higher in Tiny Wings. As with anything, your milage may vary but as School House Rock taught me, <a href="http://www.youtube.com/watch?v=mkO87mkgcNo">knowledge is power</a>, so here you go:</p>
<blockquote><p><strong>Nest Up -</strong> Take time early on and knock off some of the game&#8217;s achievements in order to &#8220;Nest Up&#8221; to the next level. Every time you increase your nest level you increase your score multiplier. For the first upgrade, you will need to perform 7 Perfect Slides, gather 100 coins in total across all games, and reach the fourth island in at least one game.</p></blockquote>
<blockquote><p><strong>Touch the Sky -</strong> Try and touch the sky as often as you can because doing so earns you 20 points times your multiplier. Each touch represents an ever-increasing award of bonus points towards your final tally.</p></blockquote>
<blockquote><p><strong>Reset Button -</strong> If you don&#8217;t leave the first island in fever mode, start over. In fact, if I&#8217;m not in fever mode one half way through the first island I usually kill my game and begin again. Since you&#8217;re so close to the start you don&#8217;t lose a lot of time for trying this technique. Trust me, you&#8217;ll be glad you did.</p></blockquote>
<blockquote><p><strong>Play on an iPad -</strong> If you own an iPad I urge you to play on it instead of the iPhone. As of this writing, the game isn&#8217;t universal but it doesn&#8217;t matter. The iPad&#8217;s large, roomy screen makes seeing the oncoming terrain much easier and gives you plenty of space to place your finger that&#8217;s out of the way.</p></blockquote>
<p>The main thing to remember when playing Tiny Wings is to try and stay calm and remain focused. If you miss a slide and start to lose momentum don&#8217;t panic just keep at it and get back into the groove as quickly as you can. If you spot a speed coin, gobble it up to quickly get air back under your wings and get going again.</p>
<p>All in all, Tiny Wings is a masterful creation that is sure to give you hours of entertainment and enjoyment. I have to hand it to <a href="http://twitter.com/#!/andreasilliger">Illiger</a> because there aren&#8217;t many iPhone games that hang around on my home screen for more than a few days. Tiny Wings has joined <a href="http://www.fdg-entertainment.com/en/iPhone-Games/Parachute-Panic.html">Parachute Panic</a>, <a href="http://kiefferbros.com/orba.html">Orba</a>, <a href="http://www.popcap.com/extras/pvz/">Plants vs Zombies</a>, <a href="http://www.appspy.com/hot-plates-review">Hot Plates</a> and <a href="http://www.carcassonneapp.com/">Carcassonne</a> as one of my all-time favorite iOS games. Have fun and fly far my tiny-winged friends!</p>
]]></content:encoded>
			<wfw:commentRss>http://gedblog.com/2011/03/27/tiny-wings-tips-tricks/feed/</wfw:commentRss>
		<slash:comments>12</slash:comments>
		</item>
		<item>
		<title>Star Trek Online Tips &amp; Tricks</title>
		<link>http://gedblog.com/2010/01/30/star-trek-online-tips-tricks/</link>
		<comments>http://gedblog.com/2010/01/30/star-trek-online-tips-tricks/#comments</comments>
		<pubDate>Sat, 30 Jan 2010 15:20:55 +0000</pubDate>
		<dc:creator>Ged</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Geek]]></category>
		<category><![CDATA[Movies]]></category>
		<category><![CDATA[TV]]></category>
		<category><![CDATA[atari]]></category>
		<category><![CDATA[cryptic]]></category>
		<category><![CDATA[mmo]]></category>
		<category><![CDATA[star trek online]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://gedblog.com/?p=1733</guid>
		<description><![CDATA[Star Trek Online officially launches in just a few days and I thought I would take a moment to share with you some quick and dirty tips and tricks that will help any new player function effectively in STO. I wish something like this had been available when I started playing World of Warcraft back in 2004. As I learn more I'll be updating this post with new tips and things to watch for.]]></description>
			<content:encoded><![CDATA[<div style="text-align:center; margin-bottom:20px"><img src="http://gedblog.com/wp-content/uploads/captain_kodos_full.png" style="margin-left: auto; margin-right: auto;" /></a></div>
<p>Thanks to <a href="https://twitter.com/_erica">Erica</a>, I&#8217;ve been playing <a href="http://www.startrekonline.com/">Star Trek Online</a> since closed beta. The game has evolved and improved since that initial release, but overall I&#8217;ve been able to get a solid understanding of what it takes to have fun and play well in the universe that Cryptic Studios has created these last two months. The game officially launches in just a few days and I thought I would take a moment to share with you some quick and dirty tips and tricks that will help any new player function effectively in STO. I wish something like this had been available when I started playing World of Warcraft back in 2004. As I learn more I&#8217;ll be updating this post with new tips and things to watch for. I hope it&#8217;s helpful.</p>
<blockquote><p>• <strong>Playing on a Mac:</strong> Although Star Trek Online <a href="http://www.startrekonline.com/faq#19">doesn&#8217;t officially have a Mac version</a>, you can certainly play it on one. You&#8217;ll need a copy of Boot Camp running either Windows XP SP2 / Windows Vista / or Windows 7 (32 bit). I don&#8217;t recommend playing STO using Parallels on a Macintosh, running in emulation mode is too slow. I don&#8217;t know how fast your Mac needs to be in order to run the game well in Boot Camp, but obviously the faster the better. I&#8217;m running on a 2.8 GHz Intel Core i7 iMac with 8 GB of RAM and the game purrs like a space kitten. TUAW has a great illustrated guide on how to install Win 7 on Boot Camp, <a href="http://www.tuaw.com/2009/11/02/an-illustrated-guide-to-boot-camp-and-windows-7/">check it out</a>.</p></blockquote>
<blockquote><p>• <strong>Before You Buy:</strong> Some special in-game equipment and abilities can only be obtained by ordering the game through a certain retailer. If you order the <a href="http://www.atari.com/games/startrek_online_collectors_ed/dvd_rom">Deluxe Collector Edition</a> for instance, you&#8217;ll get access to Next Generation &#038; movie era uniforms and more. Cryptic offers a <a href="http://www.startrekonline.com/retail">complete list of retailers</a> and what you get when you order from each of them. Do your research before you purchase.</p></blockquote>
<blockquote><p>• <strong>Take Your Time:</strong> Customize the appearance of your character at creation. Changing physical attributes, the look of your uniform, etc after your character has been created costs &#8220;money&#8221; in Star Trek Online in the form of energy credits. The same goes for crew members you recruit.</p></blockquote>
<blockquote><p>• <strong>Use Your Map:</strong> Pressing the &#8220;M&#8221; key in aboard ship, in spacedock or on a planet displays various types of maps. Before shouting out &#8220;where is so-and-so&#8221; take a look at your map first, it will often display what you&#8217;re looking for. FYI, at Starfleet headquarters, Sulu is in the Admiral&#8217;s office.</p></blockquote>
<blockquote><p>• <strong>Linking Items:</strong> You can easily link in-game items you pick up in chat by control-clicking on them.</p></blockquote>
<blockquote><p>• <strong>Item Rarity:</strong> Energy credits can be earned by selling items in your inventory. The more uncommon an item, the more it&#8217;s worth. Items in Star Trek Online follow a similar path as those in Warcraft. White: Standard issue, Green: Uncommon, Blue: Rare, Purple: Epic. I don&#8217;t know if there are colors beyond purple or even what they&#8217;re called yet.</p></blockquote>
<blockquote><p>• <strong>Loot System:</strong> Loot &#8220;drops&#8221; when certain ships are destroyed, usually the last ship in a squadron. If loot is available to pick up, you&#8217;ll see a glowing, floating orange pylon in space or an orange sphere in ground missions. Unlike Warcraft, loot in Star Trek Online is only available to a specific player, so don&#8217;t be afraid to pick it up by pressing &#8220;F&#8221; when you see it.</p></blockquote>
<blockquote><p>• <strong>You&#8217;re In Charge:</strong> Don&#8217;t forget about equipping your crew as you progress. Those under your command will not pick up loot and equip themselves, so it&#8217;s important that you do so for them. A low-level shield may not be useful to you, but could be just what your science officer needs to keep from being sent to sickbay every away mission. Be sure to examine everything before selling it.</p></blockquote>
<blockquote><p>• <strong>Instances:</strong> As of this writing there are no &#8220;realms&#8221; in Star Trek Online. The game is played on a single, massive server for everyone. There are however, instances within this server. So you can be talking to someone in zone chat who&#8217;s at the same location you are and not see them floating in space next to you. You can change instances by clicking on the small downward pointing arrow in the upper right of your HUD.</p></blockquote>
<blockquote><p>• <strong>Powers:</strong> As soon as you get your own ship and are floating above Sol Spacedock, press &#8220;P&#8221; and open the available list of powers. Drag and drop the shield power management controls into your HUD so you always have access to them during battle. Throwing power to a particular shield has saved me more times than I can count in Star Trek Online.</p></blockquote>
<blockquote><p>• <strong>Emotes:</strong> Click the little Starfleet badge icon in the corner of your chat window to list all of the emotes your character can perform. I especially love the &#8220;Tug&#8221;, &#8220;Dance: Robot&#8221; and &#8220;Prosper&#8221; emotes.</p></blockquote>
<p>What about you? Do you have tips and tricks for Star Trek Online that other players can benefit from? If so, please leave them in the comments of this post and I&#8217;ll add the best ones to the list. Thanks and feel free to add me to your list of in-game friends, I&#8217;m <strong>Kodos@Gedeon</strong>.</p>
]]></content:encoded>
			<wfw:commentRss>http://gedblog.com/2010/01/30/star-trek-online-tips-tricks/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>The Music of Ramp Champ</title>
		<link>http://gedblog.com/2010/01/24/the-music-of-ramp-champ/</link>
		<comments>http://gedblog.com/2010/01/24/the-music-of-ramp-champ/#comments</comments>
		<pubDate>Sun, 24 Jan 2010 23:33:07 +0000</pubDate>
		<dc:creator>Ged</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[atomicon]]></category>
		<category><![CDATA[audio]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[ios]]></category>
		<category><![CDATA[music]]></category>
		<category><![CDATA[pirates]]></category>
		<category><![CDATA[ramp champ]]></category>
		<category><![CDATA[sound]]></category>
		<category><![CDATA[soundtrack]]></category>
		<category><![CDATA[space]]></category>

		<guid isPermaLink="false">http://gedblog.com/?p=1672</guid>
		<description><![CDATA[For designers and artists, the chance to collaborate with others who share your passion for creation is a wonderful event. Ideas feed off of each other and lead to new connections which can both surprise and delight. Such was the case while scoring <a href="http://rampchamp.com/">Ramp Champ</a>, the Iconfactory's &#038; DS Media Labs' ode to the classic games of Skee-Ball and pinball for the iPhone. I'm pleased to report the game's soundtrack was <a href="http://itunes.apple.com/us/album/ramp-champ-original-soundtrack/id350156374">recently released</a> on iTunes, something none of us at the factory could have dreamt of happening.]]></description>
			<content:encoded><![CDATA[<p><a href="http://itunes.apple.com/us/album/ramp-champ-original-soundtrack/id350156374"><img src="http://gedblog.com/wp-content/uploads/rampchamp_album_thumb.png" style="float:right;margin-bottom:30px;margin-left:20px;" /></a>For designers and artists, the chance to collaborate with others who share your passion for creation is a wonderful event. Ideas feed off of each other and lead to new connections which can both surprise and delight. Such was the case while scoring <a href="http://rampchamp.com/">Ramp Champ</a>, the Iconfactory&#8217;s &#038; DS Media Labs&#8217; ode to the classic games of Skee-Ball and pinball for the iPhone. I&#8217;m pleased to report the game&#8217;s soundtrack was <a href="http://itunes.apple.com/us/album/ramp-champ-original-soundtrack/id350156374">recently released</a> on iTunes, something none of us at the factory could have dreamt of happening.</p>
<p>When we originally designed the game&#8217;s ramps, we knew we wanted the quality of the music to match the fidelity of the visual elements. Having a generic track repeat itself across multiple ramps, from outer space to under water, wasn&#8217;t going to be fun for the player. During the initial production phase of Ramp Champ, composer <a href="http://noeruiz.com/">Noe Ruiz</a> took the lead and created many of the tracks for the default levels such as Clown Town, Breakwater Bay and Space Swarm. Noe has a wonderful ear for rhythm and was able to incorporate these into the widely varied themes with ease. Of all the tracks he originally produced for Ramp Champ, Space Swarm (along with it&#8217;s dance and techno re-mixes) has to be my favorite of the bunch. Space Swarm is filled with old-school retro arcade sound effects that play perfectly into the look and feel of the ramp, helping to evoke the feel of a classic 80&#8242;s arcade game.</p>
<p><a href="http://atomicon.net/">Atomicon&#8217;s David Weiner</a> took up where Noe left off and came on board to help us produce the music for two of the game&#8217;s add-on packs. The Challenge Pack featured Molar Madness and Happy Place, both of which required a decidedly twisted approach when it came to the score. David&#8217;s work on <a href="http://www.flickr.com/photos/jory/3886882997/">Molar Madness</a> is nothing short of brilliant. The samba-like piece he created for the ramp is both catchy and just the sort of thing you&#8217;d hear coming from the speakers of a dentist&#8217;s waiting room. Molar Madness is, without a doubt, one of my favorite pieces in all of Ramp Champ. Happy Place somehow managed to take the absurd notion of dolphins and unicorns floating in the sky and give them life. The track is zippy and light, but has decidedly dark undertones that foreshadows ominous events the player encounters within the level.</p>
<p><a href="http://gedblog.com/wp-content/uploads/trickortreat.jpg"><img src="http://gedblog.com/wp-content/uploads/trickortreat_thumb.png" style="float:left;margin-bottom:5px;margin-right:15px;" /></a></p>
<p>When it came time to write the music for our special Halloween add-on pack, David once again stepped up and gave us two wonderfully spooky tracks. When I approached him about Trick or Treat, I knew I wanted music that sounded both eerie as well as innocent. The ramp features children as they roam a neighborhood for candy on Halloween night. As we talked through our ideas, one of our inspirations was Vince Guaraldi&#8217;s classic <a href="http://itunes.apple.com/us/album/oh-good-grief/id299807334">Great Pumpkin Waltz</a> from &#8220;It&#8217;s the Great Pumpkin Charlie Brown&#8221;. David&#8217;s final piece has this jazzy feel as well as elements that remind me of the creepy TV cult hit <a href="http://itunes.apple.com/us/album/twin-peaks-season-two-music-more/id267500208">Twin Peaks</a>, which worked out wonderfully. The other piece in the Halloween Pack, Grave Danger, draws obvious inspiration from Disney&#8217;s classic <a href="http://www.youtube.com/watch?v=4yM3m9VN2O8">Haunted Mansion</a> with all kinds of over the top scary sound effects like thunder, ghosts and werewolves.</p>
<p>For our 3rd release, David Weiner was already busy scoring the Challenge Pack as well as our other iPhone title, <a href="http://pickintimeapp.com/">Pickin&#8217; Time</a>, and so we turned to composer <a href="http://www.mikeweisermusic.com/mikeweisermusic/welcome.html">Mike Weiser</a>. Mike has created music for many iPhone games including Stick Wars and Tower Land and I was fortunate to be able to work with him on Plunderin&#8217; Pirates and Star Struck. Mike&#8217;s score for Plunderin&#8217; Pirates, inspired by Disney&#8217;s famous <a href="http://www.youtube.com/watch?v=FJS3k5E5Qxg&#038;feature=related">Pirates of the Caribbean ride</a>, is one of the funnest pieces in the game and does a great job of evoking the high seas thanks to the use of instruments like the accordion and steel drums. The sound effects I produced for the ramp added to the overall feel and makes for what many players have called their favorite level in the game.</p>
<p><a href="http://gedblog.com/wp-content/uploads/starstruck.jpg"><img src="http://gedblog.com/wp-content/uploads/starstruck_thumb.png" style="float:right;margin-bottom:5px;margin-left:15px;" /></a></p>
<p>On <a href="http://gedblog.com/wp-content/uploads/starstruck.jpg">Star Struck</a>, both Mike and I decided to create something that reminded the player of space exploration, like you&#8217;d hear sitting in a planetarium. The &#8220;computerish&#8221; tones that come in at the start and end of the track were originally an ode from one of my favorite films ever, <a href="http://www.youtube.com/watch?v=WB8XDk3sQBc&#038;feature=related">The Hitchhiker&#8217;s Guide to the Galaxy</a>, although Mike masterfully made them his own in Star Struck. The album version of Star Struck that appears on the soundtrack is a specially composed version of the game&#8217;s track and is my <a href="http://www.mikeweisermusic.com/mikeweisermusic/soundtracks_files/StarStruck.m4v">favorite piece</a> in all of Ramp Champ. You&#8217;ll be able to catch more of Mike&#8217;s work in the Iconfactory&#8217;s <a href="http://iconfactoryapps.com/">next software title</a>, coming to the iPhone in the second quarter of 2010.</p>
<p>Collaborating with Noe, David and Mike on the music for Ramp Champ was, without a doubt, one of the most rewarding things I&#8217;ve done during my time at the Iconfactory. The talent these guys posses to take one&#8217;s creations and run with them musically is nothing short of astounding. Their work made our efforts that much better and for that, we are all grateful. With Atomicon&#8217;s help, we&#8217;re proud to finally be able to bring you the complete original soundtrack. I really encourage you to <a href="http://itunes.apple.com/us/album/ramp-champ-original-soundtrack/id350156374">check it out</a> and hopefully you&#8217;ll enjoy listening to it as much as we had bringing it to you.   </p>
]]></content:encoded>
			<wfw:commentRss>http://gedblog.com/2010/01/24/the-music-of-ramp-champ/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
<enclosure url="http://www.mikeweisermusic.com/mikeweisermusic/soundtracks_files/StarStruck.m4v" length="1" type="video/mp4" />
		</item>
		<item>
		<title>All I ask is a tall ship&#8230;</title>
		<link>http://gedblog.com/2010/01/17/all-i-ask-is-a-tall-ship/</link>
		<comments>http://gedblog.com/2010/01/17/all-i-ask-is-a-tall-ship/#comments</comments>
		<pubDate>Sun, 17 Jan 2010 22:34:49 +0000</pubDate>
		<dc:creator>Ged</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Geek]]></category>
		<category><![CDATA[Movies]]></category>
		<category><![CDATA[Pop Culture]]></category>
		<category><![CDATA[TV]]></category>
		<category><![CDATA[bridge]]></category>
		<category><![CDATA[cryptic]]></category>
		<category><![CDATA[enterprise]]></category>
		<category><![CDATA[future]]></category>
		<category><![CDATA[interior]]></category>
		<category><![CDATA[janeway]]></category>
		<category><![CDATA[kirk]]></category>
		<category><![CDATA[mmo]]></category>
		<category><![CDATA[paramount]]></category>
		<category><![CDATA[picard]]></category>
		<category><![CDATA[roddenberry]]></category>
		<category><![CDATA[star trek]]></category>
		<category><![CDATA[voyager]]></category>

		<guid isPermaLink="false">http://gedblog.com/?p=1284</guid>
		<description><![CDATA[Thanks to the generosity of a friend, I've been lucky enough to beta test the new MMO, <a href="http://www.startrekonline.com/">Star Trek Online</a> from Cryptic Studios. The game is set to launch in early February and at least for this Star Trek fan, it's a winner. Playing around in Gene Roddenberry's universe has given me a new appreciation for the art direction of designers such as <a href="http://en.wikipedia.org/wiki/Matt_Jefferies">Matt Jeffries</a> and <a href="http://en.wikipedia.org/wiki/Michael_Okuda">Michael Okuda</a>. Designing anything is challenging, but designing interiors, user interfaces and uniforms of things that have yet to be must be especially difficult.]]></description>
			<content:encoded><![CDATA[<div style="text-align:center; margin-bottom:20px"><img src="http://gedblog.com/wp-content/uploads/enterprise_bridge.png" style="margin-left: auto; margin-right: auto;" /></a></div>
<p>Thanks to the generosity of a friend, I&#8217;ve been lucky enough to beta test the new MMO, <a href="http://www.startrekonline.com/">Star Trek Online</a> from Cryptic Studios. The game is set to launch in early February and at least for this Star Trek fan, it&#8217;s a winner. Playing around in Gene Roddenberry&#8217;s universe has given me a new appreciation for the art direction of designers such as <a href="http://en.wikipedia.org/wiki/Matt_Jefferies">Matt Jeffries</a> and <a href="http://en.wikipedia.org/wiki/Michael_Okuda">Michael Okuda</a>. Designing anything is challenging, but designing interiors, user interfaces and uniforms of things that have yet to be must be especially difficult.</p>
<p>Most beloved of all the designs of Star Trek is perhaps the bridge of the Starship Enterprise itself. The bridge is the command center of the ship and is often the focus of action on both the big and small screens. Jeffries&#8217; original utilitarian layout eventually gave way to more modern looking interiors, but the basic design (center command chair, flanking support positions) has withstood the test of time. The bridge is such an integral part of Star Trek that due to popular demand, the developers of Star Trek Online recently <a href="http://ve3d.ign.com/articles/news/51441/Cryptic-Announces-Live-Bridges-At-Star-Trek-Online-Launch">announced</a> they were implementing them for individual ships within the game. Virtual captains told Cryptic they wanted their &#8220;big chair&#8221; and the game designers responded in kind.</p>
<p><a href="http://gedblog.com/wp-content/uploads/enterprise_e_movie_ful.png"><img src="http://gedblog.com/wp-content/uploads/enterprise_e_bridge_thumb.png" style="float:right;margin-bottom:5px;margin-left:15px;" /></a></p>
<p>All of this got me thinking about which starship bridge I liked the best. The answer has to be that of the Enterprise-D from <a href="http://en.wikipedia.org/wiki/Star_Trek:_The_Next_Generation">Star Trek: The Next Generation</a>. To many Trek fans this bridge seemed more like a hotel lobby than a high-tech command center, but I always admired its sleek curves, high-tech surfaces and muted colors. The original TV design was modified slightly for Star Trek Generations (<a href="http://gedblog.com/wp-content/uploads/enterprise_e_movie_ful.png">seen here</a>) to accommodate new science/tactical stations, giving the set a more cinematic feel.</p>
<p>Designed by <a href="http://en.wikipedia.org/wiki/USS_Enterprise_(NCC-1701-D)">Andrew Probert</a>, the bridge of the Enterprise-D was the ultimate set for the weekly TV series. The layout was big enough to allow the actors room to move around comfortably as well as give characters space for private conversations, tucked away from prying ears. The raised back level provided an elevated platform that made Worf look even <a href="http://www.ex-astris-scientia.org/inconsistencies/curiosities/worf-bobwii.jpg">more imposing</a> while offering Geordi and Data stations where they could work out solutions to the problem of the week. The set also introduced flanking seats to those of the Captain&#8217;s something that Star Trek Voyager would also adopt.</p>
<p><a href="http://gedblog.com/wp-content/uploads/voyager_bridge_full.png"><img src="http://gedblog.com/wp-content/uploads/voyager_bridge_thumb.png" style="float:left;margin-bottom:5px;margin-right:15px;" /></a></p>
<p>In contrast to The Next Generation&#8217;s warm earth tones, the bridge of the <a href="http://en.wikipedia.org/wiki/U.S.S._Voyager">U.S.S. Voyager</a> presented TV viewers with the cool grays and electric blues so often associated with science fiction. Created by production designer Richard D. James and illustrator Rick Sternbach, the interior design of the bridge of Voyager introduced subtle under lighting techniques that contributed to the &#8220;deep space feel&#8221; of the show. This design also reduced the traditional two-man con and navigator positions to a single console, putting emphasis on Captain Janeway.</p>
<p>I love the look of these two sets because they put the focus on the characters and their actions rather than the technology all around them. Some production designers tend to get out of hand with their creations and let the look of the set overpower its inhabitants. Voyager&#8217;s and Next Gen&#8217;s bridges are awesome examples of futuristic interior design precisely because they don&#8217;t go overboard. Compare these simple designs to the complex bridges of the <a href="http://gedblog.com/wp-content/uploads/ebridge.jpg">Enterprise-E</a> or <a href="http://gedblog.com/wp-content/uploads/abrams_bridge.jpg">the franchise reboot</a> and you&#8217;ll see Star Trek art direction <a href="http://gedblog.com/wp-content/uploads/bridge_panorama.jpg">run amuck</a>. Overlapping lines, textures and lens flares get in the way of the action and detract from the audience&#8217;s ability to focus on the characters.</p>
<p>Designing anything, even a fictional universe is an art form. More so when a large part of that universe&#8217;s appeal centers around details. Through the years, those entrusted with designing the <a href="http://www.ex-astris-scientia.org/gallery/bridges1.htm">bridges of Starfleet</a> have evolved and molded it again and again. These talented artists have put their stamp on Gene Roddenberry&#8217;s original vision of the future and given Trek fans a place they could easily call home. Star Trek Online will soon give players a chance to roam the bridges of some of the most beloved starships in Star Trek history, all from the comfort of their computers. So until we can all afford to <a href="http://www.electronichouse.com/article/next_generation_star_trek_home_theater/D2/">build a bridge in our basement</a>, a virtual one has to be the next best thing.</p>
]]></content:encoded>
			<wfw:commentRss>http://gedblog.com/2010/01/17/all-i-ask-is-a-tall-ship/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>My Most Anticipated of 2010</title>
		<link>http://gedblog.com/2009/12/14/my-most-anticipated-of-2010/</link>
		<comments>http://gedblog.com/2009/12/14/my-most-anticipated-of-2010/#comments</comments>
		<pubDate>Mon, 14 Dec 2009 17:13:39 +0000</pubDate>
		<dc:creator>Ged</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Geek]]></category>
		<category><![CDATA[List of Favorites]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[Pop Culture]]></category>
		<category><![CDATA[TV]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[apple]]></category>
		<category><![CDATA[bender]]></category>
		<category><![CDATA[cartoon]]></category>
		<category><![CDATA[cryptic]]></category>
		<category><![CDATA[disney]]></category>
		<category><![CDATA[fox]]></category>
		<category><![CDATA[futurama]]></category>
		<category><![CDATA[Hanks]]></category>
		<category><![CDATA[hbo]]></category>
		<category><![CDATA[mario]]></category>
		<category><![CDATA[nintendo]]></category>
		<category><![CDATA[pacific]]></category>
		<category><![CDATA[Spielberg]]></category>
		<category><![CDATA[star trek]]></category>
		<category><![CDATA[tablet]]></category>
		<category><![CDATA[tron]]></category>
		<category><![CDATA[video games]]></category>
		<category><![CDATA[WWII]]></category>

		<guid isPermaLink="false">http://gedblog.com/?p=1146</guid>
		<description><![CDATA[With so much to look forward to in the coming year, I thought I would assemble a list of just some of the things I'm anticipating most. All of the things on my list have been in development for a very long time, and all of them are coming to a head in 2010. If you're like me, then you know at least a one item on this list, if not then hopefully you're in for a few pleasant surprises.]]></description>
			<content:encoded><![CDATA[<p>With so much to look forward to in the coming year, I thought I would assemble a list of just some of the things I&#8217;m anticipating most. All of the things on my list have been in development for a very long time, and all of them are coming to a head in 2010. If you&#8217;re like me, then you know at least a one item on this list, if not then hopefully you&#8217;re in for a few pleasant surprises.</p>
<p style="text-align:center;margin-bottom:20px;margin-top:20px;">•  •  •</p>
<p><img src="http://gedblog.com/wp-content/uploads/startrek_online_thumb.png" style="float:left;margin-bottom:5px;margin-right:20px;" /></p>
<h3 style="color:#533f82;">Star Trek Online</h3>
<h5 style="color:#533f82;">Video Games</h5>
<p>When <a href="http://www.startrekonline.com">Star Trek Online</a> finally beams down in February of 2010, the game will have been in development for over 6 years. This massively multiplayer online role-playing game (MMORPG) has the potential of being the best online experience since Blizzard&#8217;s hugely popular effort, <a href="http://en.wikipedia.org/wiki/World_of_Warcraft">World of Warcraft</a>. Players will be able to command their own starships, explore strange new worlds, and team up to defeat classic Star Trek enemies such as the <a href="http://en.wikipedia.org/wiki/Borg_(Star_Trek)">Borg</a> and <a href="http://en.wikipedia.org/wiki/Klingon">Klingons</a>.</p>
<p>Historically, video games based on the Star Trek franchise have not been widely successful. I have a feeling that Star Trek Online is about to change all that. How do I know? I&#8217;ve played it. That&#8217;s right I&#8217;ve sat in the <a href="http://www.entertainmentearth.com/prodinfo.asp?number=DC17690">Captain&#8217;s chair</a> and I am here to say STO is a winner. I can&#8217;t divulge much due to the closed beta NDA except to say that Cryptic Studios has managed to capture this Trekkie&#8217;s heart with their incredibly  fun and detailed futuristic universe. Star Trek Online enters public beta in January of 2010. Unfortunately no Mac or Linux version is planned for launch, but there is a logical alternative. If you own a fast Mac and aren&#8217;t afraid to run Windows via <a href="http://en.wikipedia.org/wiki/Boot_Camp_(software)">Boot Camp</a>, there&#8217;s no reason you can&#8217;t go where no one has gone before. <a href="http://www.youtube.com/watch?v=3jd1Ih8EUmw">Make it so</a>!</p>
<p style="text-align:center;margin-bottom:20px;margin-top:20px;">•  •  •</p>
<p><img src="http://gedblog.com/wp-content/uploads/pacific_thumb.png" style="float:right;margin-bottom:5px;margin-left:20px;" /></p>
<h3 style="color:#773906;">The Pacific</h3</p>
<h5 style="color:#773906;">Television</h5>
<p>From Producers Tom Hanks and Steven Spielberg, the team that brought us the Emmy Award winning miniseries, Band of Brothers, comes <a href="http://www.hbo.com/events/pacific/">The Pacific</a>. I first wrote about this HBO 10-part drama back in <a href="http://gedblog.com/2007/04/25/hbo-greenlights-the-pacific/">April of 2007</a> and have been waiting for it ever since. The original <a href="http://www.youtube.com/watch?v=8ehwsOL04og">Band of Brothers</a> was a tour de force showcasing the gritty realism and heroic courage of WWII in Europe. The Pacific aims to tell the story of a small group of Marines in the Pacific theater of battle and includes an almost entirely unknown cast of actors.</p>
<p>The Pacific is based on two memoirs of U.S. Marines: <a href="http://en.wikipedia.org/wiki/With_the_Old_Breed">With the Old Breed</a> by Eugene Sledge and <a href="http://en.wikipedia.org/wiki/Helmet_for_My_Pillow">Helmet for My Pillow</a> by Robert Leckie. The series will tell the stories of the two authors and Marine John Basilone, as the war against the Empire of Japan rages. According to <a href="http://en.wikipedia.org/wiki/The_Pacific_(miniseries)">Wikipedia</a>, the series will feature well-known battles involving the 1st Marine Division, including Guadalcanal, Cape Gloucester, Peleliu, and Okinawa, as well as Basilone&#8217;s involvement in the Battle of Iwo Jima. While Band&#8217;s battle scenes rivaled anything on the silver screen, it was always the thoughtful stories of the men who fought and died for their country that made the series so compelling. The Pacific is set to air on HBO in March of 2010.</p>
<p style="text-align:center;margin-bottom:20px;margin-top:20px;">•  •  •</p>
<p><img src="http://gedblog.com/wp-content/uploads/futurama_returns_thumb.png" style="float:left;margin-bottom:5px;margin-right:20px;" /></p>
<h3 style="color:#003b54;">The Return of Futurama</h3>
<h5 style="color:#003b54;">Television</h5>
<p>You just can&#8217;t keep an animated robot and his hilarious best friends down. After a pre-mature cancellation by Fox in 2003, <a href="http://en.wikipedia.org/wiki/Futurama">Futurama</a> found new life in syndication thanks to Cartoon Network&#8217;s Adult Swim and Comedy Central. The show&#8217;s creators, Matt Groening and David X. Cohen teamed up and briefly brought Futurama out of deep freeze with the release of 4 <a href="http://www.amazon.com/Futurama-Volumes-1-3-Billy-West/dp/B00021PNT0">straight-to-DVD movies</a>, the last of which was released in early 2009. On June 9th, 2009, Comedy Central announced that they had picked up the show for <a href="http://www.pastemagazine.com/articles/2009/06/comedy-central-to-produce-new-episodes-of-futurama.html">26 new half-hour episodes</a> which are due to start airing in mid-2010.</p>
<p>I&#8217;ve been a personal fan of this deeply funny show since the first day it aired on Fox. While I have enjoyed the DVD films, the 1.5 hour format really didn&#8217;t suit Futurama and the stories lost focus. I&#8217;m confident that returning to the 1/2 hour format will make all the difference as the writers, producers and voice actors once again lift us to new heights of geek-filled fun. Plus, I&#8217;m dying for new material for my <a href="http://iconfactory.com/search/freeware/futurama">Futurama icon sets</a>!</p>
<p style="text-align:center;margin-bottom:50px;margin-top:20px;">•  •  •</p>
<p><img src="http://gedblog.com/wp-content/uploads/supermariogalaxy2_thumb.png" style="float:right;margin-bottom:5px;margin-left:20px;" /></p>
<h3 style="color:#ca0013;">Super Mario Galaxy 2</h3>
<h5 style="color:#ca0013;">Video Games</h5>
<p>When it was released in November of 2007, <a href="http://en.wikipedia.org/wiki/Super_mario_galaxy">Super Mario Galaxy</a> quickly became hailed as one of the <a href="http://www.gamerankings.com/browse.html">greatest video games of all time</a>. As the flagship title for the new Nintendo Wii, Galaxy brought the beloved Mario series to a whole new level. The game challenged gamer&#8217;s preconceptions of 3D level design as Mario dashed and jumped around and across entire planets on his hunt for Power Stars. Adding to the game&#8217;s impact were the over 20 fresh and <a href="http://www.youtube.com/watch?v=4jmY-0hwV_w">epic musical tracks</a> scored by composer Koji Kondo. Although few sequels live up to the thrill of the original, knowing Shigeru Miyamoto as they do, Nintendo fans everywhere are anxiously awaiting <a href="http://www.youtube.com/watch?v=iO10_IbDUBU">Super Mario Galaxy 2&#8242;s appearance</a> sometime in 2010. Count me among them.</p>
<p style="text-align:center;margin-bottom:20px;margin-top:20px;">•  •  •</p>
<p><img src="http://gedblog.com/wp-content/uploads/ipadd_thumb.png" style="float:left;margin-bottom:5px;margin-right:20px;" /></p>
<h3 style="color:#6a377a;">Apple iPadd</h3>
<h5 style="color:#6a377a;">Technology</h5>
<p>Rumors of the mythical tablet computer from Apple have been swirling for the better part of a decade, but it wasn&#8217;t until the iPhone came along that the possibility of such a device seemed real. Add to that <a href="http://gawker.com/5389636/bill-keller-apple-tablet-impending">slips of the tongue</a> from newspaper and <a href="http://gizmodo.com/5425458/what-is-martha-stewart-up-to-with-all-this-tablet-talk">magazine publishers</a>, supposed patent filings and oodles of <a href="http://mashable.com/2009/12/12/apple-tablet-video/">fake mock-ups</a> and suddenly rumor becomes <a href="http://www.engadget.com/2009/12/09/analyst-noise-apple-tablet-in-march-for-1k-publishers-on-boar/">reality</a>. If speculation is to be believed, then the iPadd (my pet nickname for the device ode to the ubiquitous <a href="http://memory-alpha.org/en/wiki/PADD">tablet computers</a> from Star Trek) will arrive sometime in March or April for under $1,000.</p>
<p>When all is said and done, the bigger question might be why is Apple making a tablet computer in the first place? The answer seems to be to do for books what the iPod did for music, that is to <a href="http://www.theglobeandmail.com/news/technology/download-decade/how-the-ipod-changed-everything/article1133329/">revolutionize it</a>. Steve Jobs is apparently setting Apple up as the direct competitor to the hugely successful <a href="http://en.wikipedia.org/wiki/Amazon_Kindle">Kindle</a> from Amazon, and that&#8217;s just fine with me. Call me crazy, but I think if you&#8217;re going to let users download and read books in bed, that device should have built-in backlighting. Oh, and color would be great too.</p>
<p>I could easily see my trusty iPadd coming in handy while I watch TV to tweet a snarky comment or to look up a movie reference. I could also see myself propping up the device on a nifty stand to display the <a href="http://gedblog.com/recipe-for-key-lime-bars/">recipe du jour</a> as I cook. Oh yes, if and when the iPadd comes, I&#8217;ll probably find a way to talk myself into <a href="http://gedblog.com/2007/08/24/spock-dont-know-jack/">needing it</a> along with millions of other consumers. Curse you Steve Jobs!</p>
<p style="text-align:center;margin-bottom:20px;margin-top:20px;">•  •  •</p>
<p><img src="http://gedblog.com/wp-content/uploads/tron_legacy_thumb.png" style="float:right;margin-bottom:5px;margin-left:20px;" /></p>
<h3 style="color:#3e546c;">TRON Legacy</h3>
<h5 style="color:#3e546c;">Movies</h5>
<p>This long-awaited <a href="http://en.wikipedia.org/wiki/Tron_Legacy">sequel</a> to Disney&#8217;s original <a href="http://www.youtube.com/watch?v=3efV2wqEjEY">TRON</a> has geeks everywhere spazzing out. The story follows Flynn&#8217;s son Sam as he attempts to track down his <a href="http://www.flynnlives.com/">missing father</a>. Inside the cyber world audiences first visited in 1982, the programs have become more advanced, video games more violent and cyberspace more deadly.</p>
<p>The sequel will feature original TRON stars Jeff Bridges as Kevin Flynn and Bruce Boxleitner as Tron himself. Given the advancements that have been made in computer special effects in the past 28 years, <a href="http://disney.go.com/disneypictures/tron/">TRON Legacy</a> promises to be a visual spectacle unlike anything movie goers have ever seen. Disney has scheduled the <a href="http://www.imdb.com/title/tt1104001/">release date</a> of the film as December 17th, 2010, a year and a few days from when I write this. Only time will tell if it&#8217;s worth the wait.</p>
<p style="text-align:center;margin-bottom:20px;margin-top:20px;">•  •  •</p>
]]></content:encoded>
			<wfw:commentRss>http://gedblog.com/2009/12/14/my-most-anticipated-of-2010/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Orba: My New iPhone Obsession</title>
		<link>http://gedblog.com/2009/11/30/orba-my-new-iphone-obsession/</link>
		<comments>http://gedblog.com/2009/11/30/orba-my-new-iphone-obsession/#comments</comments>
		<pubDate>Tue, 01 Dec 2009 03:02:32 +0000</pubDate>
		<dc:creator>Ged</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[app store]]></category>
		<category><![CDATA[apple]]></category>
		<category><![CDATA[casual]]></category>
		<category><![CDATA[entertianment]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[ios]]></category>
		<category><![CDATA[puzzle]]></category>

		<guid isPermaLink="false">http://gedblog.com/?p=1506</guid>
		<description><![CDATA[Every once in a while you run across a piece of software that's so elegant and well done it makes you smile from ear to ear. <a href="http://itunes.apple.com/us/app/orba/id339434383?mt=8">Orba</a>, the new free puzzle game from <a href="http://kiefferbros.com/index.html">Kieffer Bros</a>. is such an application. Released for the iPhone and iPod touch in late November, Orba is a great example of casual gaming in the spirit of Bejeweled or Tetris.]]></description>
			<content:encoded><![CDATA[<p><img src="http://gedblog.com/wp-content/uploads/orba_title_thumb.png" style="float:right;margin-bottom:10px;margin-left:20px;" />Every once in a while you run across a piece of software that&#8217;s so elegant and well done it makes you smile from ear to ear. <a href="http://itunes.apple.com/us/app/orba/id339434383?mt=8">Orba</a>, the new free puzzle game from <a href="http://kiefferbros.com/index.html">Kieffer Bros</a>. is such an application. Released for the iPhone and iPod touch in late November, Orba is a great example of casual gaming in the spirit of Bejeweled or Tetris.</p>
<p>I love games that can be explained in 25 words or less and Orba&#8217;s just such a game. Clear as much of the board as possible by tapping chains of three or more same-colored orbs. The bigger the chain, the more you score. The premise is simple, but after playing just a few games it quickly becomes apparent tap mashing won&#8217;t get you very far. Each game starts with only 3 colored orbs shown on the board, so creating long chains of like colors is relatively easy. As you progress, more and more colors are introduced and it becomes quite difficult to clear enough of the board to be able to continue. When no chains can be cleared, the game is over.</p>
<p><a href="http://gedblog.com/wp-content/uploads/orba_full.png"><img src="http://gedblog.com/wp-content/uploads/orba_thumb.png" style="float:left;margin-bottom:5px;margin-right:15px;" /></a></p>
<p>As is the case with much of the software that lives on my iPhone, I first discovered Orba via a tweet from a friend, <a href="http://twitter.com/jsnell">Jason Snell</a> of Macworld. Since I know all too well how important it is to get the word out about great iPhone apps, I&#8217;m only too happy to recommend Orba to all of you iPhone and iPod touch users out there.</p>
<p>The game&#8217;s user interface is <a href="http://gedblog.com/wp-content/uploads/orba_full.png">drool worthy</a>. Everything about the game&#8217;s design just seems right from the user interaction and the help screens to the friendly &#8220;Hello Again.&#8221; message that greets you every time you begin. The UI is minimal, but elegant and does a wonderful job of not getting in the way as you play while still looking freakin&#8217; cool. About the only thing I probably would have done differently are some of the sounds. They too are minimal, almost to a point of being non-existent. Despite the audio nit pick, the designers at Kieffer Bros have a well-earned reputation for beautiful software and their work on Orba is no exception.</p>
<p>As a causal gamer, I was surprised and delighted to find that Orba was being offered on the App Store absolutely free. As a fellow developer of <a href="http://iconfactoryapps.com">iPhone titles</a>, I would have gladly paid upwards of $4.99 for this wonderful piece of art masquerading as a casual game. Since my parents always taught me never to look a gift horse in the mouth, I won&#8217;t say any more regarding the decision to give away Orba except to say &#8220;Thank you&#8221; to the folks behind the orbs. I&#8217;ve already gotten many hours of enjoyment out of the download, and that will most likely continue for some time.</p>
<p>I love that I can play this game for a few minutes or hours on end, pause and come back at will. Since there is no time constraint, the only pressure to achieve higher scores are the ones you impose on yourself. Orba doesn&#8217;t have online scoreboards or social network boasting, but it doesn&#8217;t have to. It is what it is. If you&#8217;re looking for a well designed, friendly and casual game for your iPhone, Orba just might be the game for you. Head on over to the App Store, <a href="http://itunes.apple.com/us/app/orba/id339434383?mt=8">download a copy</a> and let me know when you break the million point mark.</p>
<p><em><strong>UPDATE:</strong> Of course on the very day I decide to publish this post, Orba goes from free to 99¢. I&#8217;m actually glad they made it paid since it&#8217;s worth 4-5x what they are asking for. You can still try the first 12 levels for free by downloading <a href="http://itunes.apple.com/us/app/orba-lite/id341505733?mt=8">Orba lite</a> so no harm, no foul. </em></p>
]]></content:encoded>
			<wfw:commentRss>http://gedblog.com/2009/11/30/orba-my-new-iphone-obsession/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>Rolling the Hard Six</title>
		<link>http://gedblog.com/2009/08/23/rolling-the-hard-six/</link>
		<comments>http://gedblog.com/2009/08/23/rolling-the-hard-six/#comments</comments>
		<pubDate>Sun, 23 Aug 2009 22:42:37 +0000</pubDate>
		<dc:creator>Ged</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Geek]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[app store]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[ds media labs]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[hockenberry]]></category>
		<category><![CDATA[iconfactory]]></category>
		<category><![CDATA[ios]]></category>
		<category><![CDATA[mantia]]></category>
		<category><![CDATA[ramp champ]]></category>
		<category><![CDATA[software]]></category>

		<guid isPermaLink="false">http://gedblog.com/?p=1286</guid>
		<description><![CDATA[This week marks the release of the Iconfactory's third piece of software for the iPhone platform, and only our second game - <a href="http://rampchamp.com/">Ramp Champ</a>. I'd be lying if I told you I didn't have a huge case of stomach butterflies right about now. We always do our best to design and implement applications that we think people will use and love, but until you actually get real feedback from users, you just don't know.]]></description>
			<content:encoded><![CDATA[<p><a href="http://rampchamp.com/"><img src="http://gedblog.com/wp-content/uploads/rampchamp128.png" style="float:right;margin-bottom:10px;margin-left:20px;" /></a>This week marks the release of the Iconfactory&#8217;s third piece of software for the iPhone platform, and only our second game &#8211; <a href="http://rampchamp.com/">Ramp Champ</a>. Ramp Champ is a fun twist on some of the carnival games you&#8217;ll remember from your childhood. The game was designed with love by the gang at the <a href="http://iconfactory.com">Iconfactory</a> and implemented with skill by the talented folks at <a href="http://www.dsmedialabs.com/">DS Media Labs</a>. It&#8217;s been in the making for the better half of a year and the time has finally come to release it into the wild.</p>
<p>I&#8217;d be lying if I told you I didn&#8217;t have a huge case of stomach butterflies right about now. We&#8217;ve invested a ton of time and money in Ramp Champ and its relative success or failure will be determined within the next 2 weeks. I always get nervous before software releases, but more so when it&#8217;s something completely new. Unlike some other large developers, we don&#8217;t have a huge well of funds to dip into to develop our apps which makes writing for the iPhone something akin to <a href="http://www.stromcode.com/2009/05/24/the-incredible-app-store-hype/">playing the lottery</a>. We always do our best to design and implement applications that we think people will use and love, but until you actually get real feedback from users, you just don&#8217;t know.</p>
<p>When it comes to the App Store, it seems that the success of a particular application has as much to do with luck as it does with blood sweat and tears. I&#8217;ve seen apps I never thought even merited being in the store rise to the top despite poor quality or being based on a questionable premise. Meanwhile, defying all developer logic, some of the very best applications never rise above the top 25. Some are sandbagged by the perception of being &#8220;too expensive&#8221;, others get obscured by the meteoric rise of novelty &#8220;ringtoners&#8221; who inevitably take the App Store&#8217;s coveted top slots.</p>
<p>Talk to a bunch of iPhone developers and they&#8217;ll most likely tell you that everything being equal, success in the App Store is a crap shoot. You can push the odds in your favor by producing a high-quality piece of software, as well as offering it for next to nothing, but in the end fate feels like the final arbiter. I&#8217;m very proud of all of the guys, both at the Iconfactory and at DS Media Labs for putting together one heck of a fun game. Hopefully you will enjoy playing it just as much as we enjoyed creating it. No one would deny that producing applications for Apple&#8217;s iPhone isn&#8217;t risky, but as I&#8217;ve told myself again and again lately, without risk there can be no reward.</p>
<p>Now if you&#8217;ll excuse me, I&#8217;ve got to go chug a bottle of Pepto-Bismol.</p>
<p><em><strong>UPDATE:</strong> Well, we&#8217;re over the release hurdle at this point and I&#8217;m feeling a lot better. Overall the reaction to Ramp Champ seems to be very positive, although we&#8217;re dealing with some memory issue that are causing crashes, particular for 1st Gen device users. The good news is we think we&#8217;ve ID&#8217;d the problem and should have a fix submitted to the App Store soon. </p>
<p>Thanks to everyone who&#8217;s posted or tweeted positive feedback about the game, it&#8217;s done my heart (and my stomach) a lot of good these past 2 days. If you&#8217;re interested in knowing what went into producing Ramp Champ, head on over to Louie&#8217;s blog for <a href="http://mantia.me/blog/designing-ramp-champ/">some insights</a>. More to come!</em></p>
]]></content:encoded>
			<wfw:commentRss>http://gedblog.com/2009/08/23/rolling-the-hard-six/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
	</channel>
</rss>

