Westworld Wallpapers for iOS

Westworld lock screen wallpaper displayed on an outline iPhone 6'I admit it. I’m addicted to HBO’s new science fiction series – Westworld. Based on the 1973 thriller film written and directed by novelist Michael Crichton, HBO’s re-imagined series transports us to a futuristic theme park where people can live out every desire as part of the old west. Guests to the park can partake in over a hundred narrative storylines to search for lost treasure, hunt down wanted bandits or just visit the local saloons and brothels and have the vacation of a lifetime.

The show stars Oscar winning actor Anthony Hopkins as Dr. Ford, one of Westworld’s creators as well as Evan Rachel Wood as Dolores Abernathy, a robot who’s entire world is not what she believes it to be. We’re only three episodes in but I’m already addicted to the show, what it all means and where it’s headed. I find the sheer logistics of such an imagined theme park fascinating – it’s like Disney World on mega steroids.

Every part of Westworld from the robot inhabitants, called “hosts”, to the livestock and even the landscape is fabricated all for the pleasure of the guests. It’s like a gigantic MMORPG but in real life, full of twists and turns, mystery and intrigue. It has elements of some of my favorite television shows like Battlestar Galactica and Firefly with a touch of World of Warcraft thrown in for good measure. If you subscribe to HBO, I really recommend you check it out. You can also follow @HBOWestworld for the latest news and sneak peeks about the show.

I love Westworld so much in fact I went ahead and created a set of lock and home screen wallpapers that you can use on your iPhone. I think I captured the spirit of the series with both the nod to the old west as well as its enigmatic future.

How to download and apply the wallpapers on iOS:

1) Click to view the wallpaper that best fits your device:

• iPhone SE – Westworld Lock Screen
• iPhone 6,7 – Westworld Lock Screen
• iPhone 6,7 Plus – Westworld Lock Screen

• iPhone SE – Westworld Home Screen
• iPhone 6,7 – Westworld Home Screen
• iPhone 6,7 Plus – Westworld Home Screen

• iPad – Westworld Lock Screen
• iPad – Westworld Home Screen

2) Tap & hold on the image in mobile Safari & save it to your photo library

3) Open Photos, view the image then tap the Share button in the lower left

4) Scroll to the right in the Share menu and tap Use as Wallpaper

5) Pinch Zoom OUT on the image to size it exactly to the screen

6) Turn Perspective Zoom OFF

7) Tap Set > Set Lock Screen

That’s it! Next time you unlock your iPhone you can imagine you’re about to set out for adventure or whatever else may find you as you roam the vast, entertaining frontier that is HBO’s Westworld. Be sure to check out my other iPhone wallpapers – Star Trek LCARS, Pokéwall and more. Enjoy!

Pokéwall Wallpaper for iOS

Pokewall Wallpaper on an iPhone 6

I designed these mobile wallpapers to work specifically with iOS, but there’s nothing that says you can’t use them with Android or Windows phone too. I’m just not going to make a bazillion size variants for all those devices 😛

There’s no denying that the new augmented reality game Pokémon GO from Nintendo and Niantic, Inc. has taken the world by storm. People of all ages are getting their butts up off the couch and heading out into the real world to try and capture as many of these cuddly, courageous animals as they can.

I thought it would be fun to whip up a mobile wallpaper that let’s you turn your smart phone lock screen into a Pokéball, and so Pokéwall was born. Now you can become the envy of all those shiny new friends you’ve made while you explore your community at all hours of the day and night!

How to download and apply the wallpapers on iOS:

1) Click to view the wallpaper that best fits your device:

• iPhone 5 Series – Original
• iPhone 6 – Original
• iPhone 6 Plus – Original
• iPhone X – Original
• iPad & iPad Pro – Original

2) Tap & hold on the image in mobile Safari & save it to your photo library

3) Open Photos, view the image then tap the Share button in the lower left

4) Scroll to the right in the Share menu and tap Use as Wallpaper

5) Pinch Zoom OUT on the image to size it exactly to the screen

6) Turn Perspective Zoom OFF

7) Tap Set > Set Lock Screen

That’s it! Sleep/lock your iPhone and the next time you activate it, you can pretend you’re about to catch that elusive epic Pokémon you’ve always wanted. I hope you enjoy this fun treat & help spread the word via Twitter and Facebook. Have fun and stay safe!

PS – If you liked Pokéwall, be sure to check out my Star Trek LCARS wallpapers as well.

Super Tribes for iOS Walkthrough Plus Tips + Tricks

I’ve never actually done a video walkthrough of a mobile game before so this is new territory for me. As such, this review of the fun, turn-based iOS game Super Tribes is a bit longer than it probably should be but I’m still learning so go easy on me! My friend @Bigzaphod turned me onto Super Tribes and I’ve been playing it on and off for about a week. It’s really fun, light and doesn’t suck a huge amount of time which is perfect.

The best part about Super Tribes is that the game length is fixed to 30 individual turns which means a typical game can last anywhere from 20 minutes to about an hour and that’s it. You play against the AI, not other people or friends. Depending on your style of gaming this may be a plus or minus to you, but I personally enjoy it. There’s tons of stuff I didn’t cover in the walkthrough but what I do cover should be enough to get you up and exploring the flat, grid-shaped world of Super Tribes in no time.

The game is free to play in the App Store, but if you do try it and like it, I beg you to purchase at least one of the in-app tribe packs to help support the developer. Games of this quality take thousands of hours to design, produce, test and deploy and we want them to continue making them, they need to eat. That’s all I’m saying. Enjoy!

Lookback: The Best Gaming Mice of 2015

PC gaming is back with a vengeance and this means developers have churned out out some fantastically useful gaming accessories for players to enjoy. Making game controls faster and slicker are crucial to play feel and this past year’s range of top level gaming mice are the ideal accompaniment if you’re considering an immersive gaming experience.

Roccat Nyth

Roccat Myth Mouse

A slick mouse is a must-have for dedicated gamers, particularly those who multi-table or switch through online casino games or online slots at Royal Vegas. Never has a mouse allowed you to control as much as the Roccat Nyth. Thanks to its special selection of side buttons you are able to configure up to 36 potential combinations which gives more control over your favorite MMO’s or indeed any PC-based game you can enjoy. Its highly customisable features combined with AlienFX illumination and hot-swappable sidegrips makes this your next must-have gaming mouse.

Razer Naga Chroma

Razer Maga Chroma Mouse

It’s a bit more expensive than the Nyth but Razer’s Naga Chroma is great for those style hungry gamers looking for a bit of color in their lives. The mouse’s Chroma lighting allows the user to customize no less than 16.8 million different color options, brightening up any gaming experience. But it’s not just about looks, the wireless Naga mouse includes a tilt-click thumb grid and can run for up to 8 hours on a single charge.

Logitech G602

Logitech G602 Mouse

It may have a significantly low DPI at just 2,500 but what it lacks in mouse sensitivity it certainly makes up for in power. This offering from Logitech has in-game sensitivity switching and can last up to an incredible 250 hours making it the perfect gaming accessory for those avid gamers looking to make the most out of their MMO gaming marathons.

Roccat Kone XTD

Roccat Kone XTD Mouse

If you’re hunting around for a more cost effective option but don’t want to skimp on the quality of a finely crafted gaming mouse then look no further than the Roccat Kone XTD. With its ergonomic design and 8,200 DPI it’s by no means fragile and its robustness allows even the most frustrated player to give it a damn good tapping from time to time. It includes customizable buttons and also a 32-bit processor which is perfectly suitable for all your gaming needs.

If you love PC gaming, there’s never been a better time to invest in one of these high-tech input devices. Your team mates will thank you and your opponents will fear you. Enjoy!

How Modern Game Engines Are Improving Mobile Gaming

Batman_Arkham_Full

The widening selection of game creation tools available to mobile developers have come a long way in improving players’ experiences when gaming on the go. Game engines are special software frameworks designed to augment the strengths of modern gaming hardware and aid the rapid development and creation of new and exciting titles. Modern game engines contain all the necessary tools for developers to be able to create their kick-ass games more quickly and easier than ever before and the results have been impressive.

Thanks to the advent of smartphones, tablets, phablets and now wearables like Apple Watch, the monetary worth of the gaming industry is enjoying exponential growth. The mobile gaming market alone is predicted to hit $9 billion in 2016. The convenience of playing both casual games like mobile bingo, as well as pulse-pounding, hyper-realistic racing games have all helped the industry set new records. With the continual improvements of next-generation of gaming platforms and quality titles like Splatoon and The Witcher 3 to go with them, gamers are enjoying a bright future packed with high-quality titles from a host of publishers, and powerful engines are driving their success.

The Unreal Engine has long been a favorite among developers and has been responsible for helping to create such popular titles such as Batman: Arkham City Lockdown, Injustice, Borderlands Legends and the Infinity Blade series. To date, the Unreal Engine 3 has been installed on some 2.25 million computers worldwide and comes complete with an integrated Unreal Editor suite which has helped revolutionize the way developers build and develop their mobile game projects.

Plants vs Zombies title screen

For PopCap Games’ popular tower defense game Plants vs Zombies and OMGPop’s rather addictive mobile app Draw Something, the Marmalade SDK helped provide the facility and resources needed to create cross-platform C++ games.

The software development kit gives developers the ability to compile their Xcode and Visual Studio projects for Android or iOS which helps cut development costs while widening their potential audiences at the same time. Marmalade also provides an acceleration tool called Marmalade Quick which provides an even more flexible, open environment for developers to experiment with. This is particularly useful for those companies looking to get their games up, running and monetized more quickly.

Other game engines such as Unity can make 3D development a breeze whilst the Corona SDK helps solves issues of cross-content publishing giving developers more freedom to concentrate on other aspects of their games.

There’s little doubt that the modern state of game engine development now offers something for every type of game developer and this means more and more players are reaping the rewards. From casual to hard-core and everything in-between, these advanced tools in the hands of talented studios can only lead to every-higher quality mobile gaming experiences. What a great time to be a gamer!

Creating the Ultimate Gaming Lair

There’s a lot more to gaming then just having the latest game play systems. Surrounding your arena with a plethora of luxurious gadgets can give you that all important edge in the heat of battle. If you’re thinking of pimping up your gaming space, then have at a glance at some of these fabulous extras:

Gaming Chairs

gaming chair

To kick off your lair you will certainly need to be comfortable. If you’re planning on being seated at your desk for hours on end, and you regularly find yourself involved in some epic gaming adventures that you won’t want to tear yourself away from, then you owe it to your butt and your back to feel relaxed. A gaming chair that offers neck and back support is crucial for arduous sessions but it’s not just any chair, it’s your throne and an entire gaming accessory in itself. High-end gaming chairs not only provide comfort but also boast integrated surround sound and rumble motion to further enhance your gaming experience and truly immerse you in the gameplay.

Monitors

The most important element to consider whilst piecing together your new gaming man-cave is the monitor. You may have picked up a PC or console that comes complete with its own monitor but that might not quite fit the bill. A tailored gaming monitor can handle rapid motions more effectively whilst high definition screens are built to promote wonderfully vivid colors. Ultra HD and 4K monitors are the best of the best but make sure that your games, and of course your graphics card and GPU’s, can even handle this sort of resolution. Swift monitors can help you master fast-paced games and, if you partake regularly at Sky Casino, they can help you harness skills like poker multi-tabling.

Game Pads

gaming keypad

Gaming keypads offer a much more versatile approach to controlling the overall gaming experience. Unlike the standard PC gaming keyboards out there, these more specialized alternatives give players a more ergonomic way in which to play their favorite games. They come with adjustable features that let you control palm and wrist support and some will include thumb mounted joysticks to further comfort and maneuverability.

Headsets & Headphones

Headphones are useful for two different reasons; to help you immerse yourself fully in the gaming environment whilst blocking out background noise and to ensure you don’t drive everyone else around you mad with the constant rattle of virtual gunfire. Headsets also give you the ability to chat and interact with other online gamers via an attached and mounted microphone with wired and wireless options available. There are a number of great options available, so many that it can sometimes be difficult to choose.

Four Innovations I love in Gaming

FarCry4_1

A lot of times, particularly where technology is concerned, we’re so focused on the future that we forget to enjoy the present. With ridiculously capable laptops, tablets, and smartphones at our disposal, many are looking ahead with hope to Iron Man-style hologram displays. With powerful cars setting new standards for safety and efficiency, we’re seeing advertisements for driverless vehicles. And in gaming, many seem to be turning their focus toward wearable, virtual reality options that will no doubt be widely available in a matter of years—not decades.

That’s all well and good, but as a bit of a gaming nut, I like to focus more on the present and what I can play today. Furthermore, there have been some pretty great innovations—some small, others large—throughout the gaming industry in the past few years. Here are a few I’ve enjoyed in particular.

The Spread Of Open World

Open world gaming is nothing new, but the concept has exploded in popularity over the past couple of years. A decade or two ago, a video game employing an open world format felt unique and special. For example, pretty much the only thing that made Skyrim remarkable (in my opinion) was the sheer size of its world. Well, now it’s just about the standard for action and adventure games. Look through this list of the 12 best open world games, and you’ll find a lot of releases from the past couple of years, such as Far Cry 3 and Grand Theft Auto V. To some extent, the concept has even extended to mobile platforms, with Minecraft Pocket Edition now offering a limitless world creative option!

Narrative Gaming

Narrative gaming is nothing new on the console level, other than that it’s gotten better. Not long ago, it was a common complaint among gamers when a game attempted to be too cinematic in nature, but that’s because it was usually done via interspersed, non-playable graphic clips used to move the story along. This is still a problem in some titles, but generally speaking most now have natural, free-flowing narratives that make them more interesting. Even in sports games, “My Player” and “My Career” modes let you play out the story of an athlete or franchise. The trend toward sharper narratives is also particularly prevalent in app gaming, where indie developers like Simogo focus as much on story as action. In my view, this is a positive trend.

Live Dealing & Interaction

This is a trend that exists primarily in the casino gaming industry. Given that this industry now occupies a significant portion of the video game business as a whole, it still feels noteworthy. Live interaction is nothing new. The best online casino sites allow players to face live competition, and even some of the popular poker and blackjack apps, most of which operate with play money, allow for live online games. But one fascinating trend that I first noticed here is the idea of using an actual video feed of a live dealer in roulette and card games. Naturally, this concept makes the games feel a great deal more realistic. While there’s not an obvious parallel in non-casino gaming, the implications of using a live feed in gaming are interesting. One can imagine in-game video chats with other players, Google Maps feeds of real geographical areas, etc. helping to make other games more realistic.

Retro Appreciation

And finally there’s this, my single favorite trend in modern gaming. As mentioned, we have a tendency to always look forward when it comes to technology. But thanks in large part to new-ish formats of gaming, such as mobile app stores and console download stores, there seems to be a broad recognition of retro games going on. In part, we see it through the continuation of old, beloved franchises, with the most relevant example being the coming Street Fighter V PS4 game from Capcom. But mostly, the retro appreciation is seen in apps and downloads. On modern consoles, players have access to huge libraries of old games, either for free or for just a few dollars. In app stores, we can play with all kinds of old characters such as Sonic the Hedgehog, the Street Fighter and Mortal Kombat fighters, and so on. According to ZDNet, we may even soon have a Mario game or two available on iPhones! This is a trend any serious gamer can get behind.

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Go Buy Monument Valley. Now.

Chances are you’ve probably already heard all about the stunning new game from developer ustwo – Monument Valley that was released today. If the game is new to you, then let’s just clear the air right now – go buy it on the app store for your iOS device. Now. This is one of those instances where a piece of software is so stunningly beautiful, and provides such an incredibly rich experience, you’re really missing something if you take a pass. Here are just some of the things you’ll see in this amazing casual puzzler:

There’s a great deal to love in Monument Valley. From it’s rich, varied color palettes that change from level to level, to the extremely clever, M.C. Escher-like design of its levels, to the gorgeous soundtrack and audio effects, Monument Valley delivers at every turn. From the moment you start to play, it’s obvious how much love and attention the folks at ustwo have put into their creation. They’ve managed to design a complete gaming experience and bring it to you via the App Store for a minimal price. Too often games these days are filled with in-app purchases that prey on instant gratification to keep players interested. Monument Valley eschews all that in favor of creating a compelling, finite and beautiful environment for you to get lost in for a few hours of your life. The last few levels in particular are wildly inventive and especially challenging.

If you’ve read the reviews, then you probably know that Monument Valley’s play time is short. It took me a total of about 3 hours (off and on) from start to finish to complete all of the levels, and for some, that length may be a deal breaker. If you feel that way I have news for you – many awesome things in life are short but that doesn’t make them any less worthy of your time or money. You’ll probably spend more on your next meal out than you would on Monument Valley but that doesn’t mean you can’t enjoy both while they last. The game creators have said they focused on making a concise title that can be completed in a short amount of time on purpose. While this may be true, it doesn’t really matter to me because I know if the game is a success (which I certainly hope it is) then we’ll probably be seeing a great deal more of the mystical world of Monument Valley. Show your support of their efforts to bring you something wonderful and head over to the App Store and buy it, gift it and help spread the word by leaving a review today.

The Rise of Mobile Games

The rise of mobile gaming is of interest to many people, both technology lovers and historians. In the last 20 years mobile gaming has really taken off, especially gaming on tablets. Whether it be Angry Birds or poker, the majority of us have played on a mobile device. This info-graphic from www.jackpotcity.co.uk details the rise in mobile gaming in geeky fashion. It’s impossible to say for certain what the future of mobile gaming holds, but from the looks of it, it’s going to be exciting. Click the image to see the entire info graphic.

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Lost Cities Tips & Tricks

Lost Cities is a new game for iPhone from TheCodingMonkeys, publishers of the hugely popular Carcassonne. Based on the award winning card game by Reiner Knizia, Lost Cities takes elements of solitaire and combines them with vibes of Uno and Go Fish into a compelling game for two people or a single player vs any one of four AI opponents.

The game is easy to learn (I won’t go into the full rules here) thanks to the wonderful spoken in-game tutorials, but the basic object is to score points by playing cards of increasing value in any one of five, colored channels. Whichever player has the most points when all the cards from the draw pile have been played, wins. Since the Iconfactory did much of the graphical work for Lost Cities, I was generously given early access to the pre-release and have been playing a great deal this past week. I’ve learned a lot in that time and I wanted to share some of the insights I’ve had with would-be challengers.

Practice Against the AI

It may seem straight forward but playing the various computer opponents is a great way to get a feel for Lost Cities. Playing the AI means the game proceeds quickly since you don’t have to wait for a human friend to move. Getting into a rhythm in LC really helps you to understand how points are scored, cards are held or discarded and what to watch for.

Watch the Draw Pile

The game continues only as long as there are cards to draw so keep a close eye on the number of cards left in the pile in the lower right of the interface. When that number reaches zero, the game is over so it’s important to know how many turns are left. Don’t wait until the last few turns to play your big cards if you can help it. Also, remember that the number of turns is just about one half of the number of cards left in the deck. It’s easy to look at 18 on the deck and think you have that many turns left, but you really don’t, you have approximately 9!

Ditch the 2’s and 3’s

Unless you’re trying to make a run and score 8+ cards in a channel, you might want to start a channel with a 4 or even a 5. Low cards don’t yield many points anyway and probably won’t make a huge difference in the final outcome. This isn’t always the case of course, but games can easily be won by just playing the higher number cards alone.

Remember to Look Up

It’s easy to get so focused on what cards you have in your own hand that you forget to pay attention to what your opponent is doing. You’re not the only one at the table who has a strategy! Don’t forget to pay attention to what cards she is pulling from the discard piles or what color channels they seem to be favoring. You may be holding some great cards, but always remember Lost Cities isn’t just about scoring your own points, but also trying to block your opponent’s as well.

The Nitty Gritty

Don’t forget that you can re-draw from the discard pile if a card you previously got rid of is now needed. This can come in quite handy when cards of certain colors start to present themselves. Also, listen for the audio cues in the game like the little “tink” sound that lets you know a channel has just crossed the boundary from negative to positive point totals. Lastly, when playing the AI, don’t forget you can pause at any time and take a break. Maybe a refreshing drink or walk around the block will clear your head and help you crush Ms. Lindenbrock.

I love games like Carcassonne and Lost Cities because they combine elements of skill and luck in fun and engaging ways. They are also played at your own pace which is wonderful, especially in the age of first-person shooters and nerve-wracking puzzlers. TheCodingMonkeys have gone above and beyond to make Lost Cities both addictive and fun to play. It takes all of the best elements of Reiner Knizia’s original card game and adds wonderful features like automatic score keeping, tough AI opponents, beautifully rich graphics and and soundtrack that feels like it belongs in the cinema instead of a game. If you enjoy turn-based strategy or card games, I urge you to check out Lost Cities for the iPhone today. Enjoy!

All-Aboard for Tricky Tracks

Tricky Tracks is a stunningly beautiful and deceptively simple web-based game by Maxomedia Design Agency. If you’ve ever played with toy train sets, love building things out of LEGO bricks, or just appreciate beautiful game design, Tricky Tracks is for you. Sponsored by the SBB Swiss Federal Railway, the game’s 15 levels are broken up into groups or “boxes” of tracks, each set on gorgeous, 3D wedges of the Swiss countryside.

The object of the game is simple – Get your passenger train from station A to station B. You do this by simply pulling a pinball-style plunger in the upper-right corner of the browser window. Pull with too little force and your train won’t reach the other station. Pull too hard and your train along with all its passengers will fly right off the tracks in a spectacular wreck (yes, I’ve done this intentionally just to see what would happen). Points are awarded based on how many attempts it takes to complete a level, total time spent and special bonuses in the form of achievements that you rack up along the way.

As you progress through the beautifully rendered levels, you’ll encounter ever more difficult challenges such as railroad switches, car crossings, tunnels and steep inclines. Both the timing and power of your shot has to be perfect if your tiny train is to make it safely from one side of the level to the other. The game play is highly addictive, but for my money, the best part of Tricky Tracks are the visuals. From the moment the game loads, you know you are in for a special experience. The user interface is classic Swiss design – simple and elegant. The camera controls are easy to master and give you a soaring view of the tiny hills, valleys and towns that you’ll be visiting while you play.

I’m told that many of the locations used in the game are based on actual places in Switzerland, which after playing, just makes me want to ride the Swiss Railway even more. The scenes are gorgeous and the extremely narrow depth of focus is reminiscent of tilt-shift photography which enhances the illusion of playing with toy trains. Some levels like Genhimmelen (seen left) seem impossibly difficult, but with enough persistence and a little luck, you’ll be pulling into stations perched high atop mountain cliffs and braving pesky downtown traffic jams like a real pro.

Tricky Tracks makes use of the Unity 3D Web Player plug-in so you’ll need to download and install it for your favorite web browser before you can play. I’m not sure of the minimum system requirements, but I ran Tricky Tracks on my Core i7 iMac with 8Gb of RAM and the game played fine, at least until the last few levels. The complexity of the maps in the 3rd box of levels seemed to make camera rotation a bit jerky, but it was still very playable.

Perhaps the very best part of this wonderful effort is that Tricky Tracks is absolutely free to play. All of the initial 15 levels are included on the game’s website with the promise of a new box of 5 more “coming soon”. It took me about 2 hours to play through every level but it could probably be done in less time. Admittedly, I spent a much of my time enraptured with the look of each level. From the bright, overwhelming city lights of Knetikon (seen right) to the miniature majesty of Chateau Obersbach and the picturesque sea-side town of Sunnikon, the visual wonders in Tricky Tracks delight the eye and bring out the kid in all of us. I can’t wait to see what other challenges the game’s designers have in store, but in the meantime steam on over and give Tricky Tracks a go today. You won’t be disappointed.

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Ski Safari: 007 Edition

Lately I’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 simply get as far as possible, picking up coins, speed boosts and various forms of animals like penguins and even Yeti’s in a high-paced race to stay alive. Developers Brendan Watts & 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 going on with a few of my friends as we play a high-stakes game of one-upmanship on the snowy slopes of the high Alps.

The game is pretty awesome as it’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 ultimate action sequence experience. I’ve found that “Runaway” from Roger Moore’s For Your Eyes Only and “Bond 77” from The Spy Who Loved Me, are the perfect Ski Safari tracks, but your death-defying milage may vary.

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, 007!

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Ramp Champ’s Ticket to Ride

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 effort. From its pixel-perfect artwork, and the fantastic original soundtrack to the design of Ramp Champ’s in-app purchases, every part was crafted with love. I wrote back then that the game was a huge risk for us as developers, but no matter what happened, I wouldn’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.

Shortly after Ramp Champ’s release, Skee-Ball by Freeverse hit the App Store and quickly stole Ramp Champ’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’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’s and DS’s resources were limited and we each turned our attention to other projects.

With the advent of the iPhone 4’s retina display 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’t in the cards. Sometimes it’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.

Then near the end of 2011, Ben Stahlhood and I started talking about DS Media Labs 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’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’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 xScope, Twitterrific and the upcoming Astronut for iPad, we finalized the arrangement and I’m pleased with the result. I don’t know what’s in store for Ramp Champ any more than you do, but DS’s recent press release promises at least updated retina graphics, and I’m confident there will be much more to come after that.

All of us at the Iconfactory 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!

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Charadium II, I Love You!

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 each other’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’ve played, and much of that is due to the attention to detail developer On5 has put into the app.

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’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’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 multiple games at once (like Carcassonne), and you get to choose the difficulty of the word to draw. Also, you’re not usually playing against random strangers so cheating (drawing words) is not an issue.

On5 makes a free and paid version of the app so you really have no excuse not to give it a try. Of course even the $2.99 iPad version 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 Twitterrific 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 “Redo” command as well as undo, but overall the game play can’t be beat. Perhaps the App’s biggest failing, if there is one, is the need for greater stability. Ping Pong games sometimes get stuck and won’t advance, drawing previews are not always available or in-game chatting won’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.

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 Cosmonaut Stylus from Studio Neat for my iPad just so I could draw better while playing. No matter what your level of artistic skill, there’s something for everyone to love in Charadium. Check it out!

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Tiny Wings: Tips & Tricks

Tiny Wings is an iOS game for the iPhone and iPod touch by programmer and artist Andreas Illiger. When it was released in February of 2011, it immediately earned praise as one of the most fun and addictive games to ever hit the App Store. Being a developer of iOS games myself, I’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.

The game is not without some level of frustration which is made worse by the fact that there is but a single interaction method – Touch the screen or don’t. Given such simple controls you’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 “height climber” style game ala Doodle Jump 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’s so engaging and addictive you really don’t mind starting over each time.

By far the greatest challenge in Tiny Wings is mastering the art of sliding. In order to succeed in the game, you’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’s fun quotient gets amped up by a factor of x1000.

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’ll enter fever mode where every point you earn is doubled. 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’ll go, the more likely you’ll be to touch the clouds (bonus points) and the longer you’ll be in fever mode. All of these factors add up and when combined with coin collection, result in a higher final score.

In addition to mastering perfect slides, there are a few tips and tricks I’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, knowledge is power, so here you go:

Nest Up – Take time early on and knock off some of the game’s achievements in order to “Nest Up” 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.

Touch the Sky – 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.

Reset Button – If you don’t leave the first island in fever mode, start over. In fact, if I’m not in fever mode one half way through the first island I usually kill my game and begin again. Since you’re so close to the start you don’t lose a lot of time for trying this technique. Trust me, you’ll be glad you did.

Play on an iPad – If you own an iPad I urge you to play on it instead of the iPhone. As of this writing, the game isn’t universal but it doesn’t matter. The iPad’s large, roomy screen makes seeing the oncoming terrain much easier and gives you plenty of space to place your finger that’s out of the way.

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’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.

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 Illiger because there aren’t many iPhone games that hang around on my home screen for more than a few days. Tiny Wings has joined Parachute Panic, Orba, Plants vs Zombies, Hot Plates and Carcassonne as one of my all-time favorite iOS games. Have fun and fly far my tiny-winged friends!

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Star Trek Online Tips & Tricks

Thanks to Erica, I’ve been playing Star Trek Online since closed beta. The game has evolved and improved since that initial release, but overall I’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’ll be updating this post with new tips and things to watch for. I hope it’s helpful.

Playing on a Mac: Although Star Trek Online doesn’t officially have a Mac version, you can certainly play it on one. You’ll need a copy of Boot Camp running either Windows XP SP2 / Windows Vista / or Windows 7 (32 bit). I don’t recommend playing STO using Parallels on a Macintosh, running in emulation mode is too slow. I don’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’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, check it out.

Before You Buy: Some special in-game equipment and abilities can only be obtained by ordering the game through a certain retailer. If you order the Deluxe Collector Edition for instance, you’ll get access to Next Generation & movie era uniforms and more. Cryptic offers a complete list of retailers and what you get when you order from each of them. Do your research before you purchase.

Take Your Time: Customize the appearance of your character at creation. Changing physical attributes, the look of your uniform, etc after your character has been created costs “money” in Star Trek Online in the form of energy credits. The same goes for crew members you recruit.

Use Your Map: Pressing the “M” key in aboard ship, in spacedock or on a planet displays various types of maps. Before shouting out “where is so-and-so” take a look at your map first, it will often display what you’re looking for. FYI, at Starfleet headquarters, Sulu is in the Admiral’s office.

Linking Items: You can easily link in-game items you pick up in chat by control-clicking on them.

Item Rarity: Energy credits can be earned by selling items in your inventory. The more uncommon an item, the more it’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’t know if there are colors beyond purple or even what they’re called yet.

Loot System: Loot “drops” when certain ships are destroyed, usually the last ship in a squadron. If loot is available to pick up, you’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’t be afraid to pick it up by pressing “F” when you see it.

You’re In Charge: Don’t forget about equipping your crew as you progress. Those under your command will not pick up loot and equip themselves, so it’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.

Instances: As of this writing there are no “realms” 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’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.

Powers: As soon as you get your own ship and are floating above Sol Spacedock, press “P” 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.

Emotes: 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 “Tug”, “Dance: Robot” and “Prosper” emotes.

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’ll add the best ones to the list. Thanks and feel free to add me to your list of in-game friends, I’m Kodos@Gedeon.

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The Music of Ramp Champ

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 Ramp Champ, the Iconfactory’s & 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 recently released on iTunes, something none of us at the factory could have dreamt of happening.

When we originally designed the game’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’t going to be fun for the player. During the initial production phase of Ramp Champ, composer Noe Ruiz 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’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’s arcade game.

Atomicon’s David Weiner took up where Noe left off and came on board to help us produce the music for two of the game’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’s work on Molar Madness is nothing short of brilliant. The samba-like piece he created for the ramp is both catchy and just the sort of thing you’d hear coming from the speakers of a dentist’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.

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’s classic Great Pumpkin Waltz from “It’s the Great Pumpkin Charlie Brown”. David’s final piece has this jazzy feel as well as elements that remind me of the creepy TV cult hit Twin Peaks, which worked out wonderfully. The other piece in the Halloween Pack, Grave Danger, draws obvious inspiration from Disney’s classic Haunted Mansion with all kinds of over the top scary sound effects like thunder, ghosts and werewolves.

For our 3rd release, David Weiner was already busy scoring the Challenge Pack as well as our other iPhone title, Pickin’ Time, and so we turned to composer Mike Weiser. 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’ Pirates and Star Struck. Mike’s score for Plunderin’ Pirates, inspired by Disney’s famous Pirates of the Caribbean ride, 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.

On Star Struck, both Mike and I decided to create something that reminded the player of space exploration, like you’d hear sitting in a planetarium. The “computerish” tones that come in at the start and end of the track were originally an ode from one of my favorite films ever, The Hitchhiker’s Guide to the Galaxy, 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’s track and is my favorite piece in all of Ramp Champ. You’ll be able to catch more of Mike’s work in the Iconfactory’s next software title, coming to the iPhone in the second quarter of 2010.

Collaborating with Noe, David and Mike on the music for Ramp Champ was, without a doubt, one of the most rewarding things I’ve done during my time at the Iconfactory. The talent these guys posses to take one’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’s help, we’re proud to finally be able to bring you the complete original soundtrack. I really encourage you to check it out and hopefully you’ll enjoy listening to it as much as we had bringing it to you.

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All I ask is a tall ship…

Thanks to the generosity of a friend, I’ve been lucky enough to beta test the new MMO, Star Trek Online 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 Matt Jeffries and Michael Okuda. Designing anything is challenging, but designing interiors, user interfaces and uniforms of things that have yet to be must be especially difficult.

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’ 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 announced they were implementing them for individual ships within the game. Virtual captains told Cryptic they wanted their “big chair” and the game designers responded in kind.

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 Star Trek: The Next Generation. 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 (seen here) to accommodate new science/tactical stations, giving the set a more cinematic feel.

Designed by Andrew Probert, 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 more imposing 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’s something that Star Trek Voyager would also adopt.

In contrast to The Next Generation’s warm earth tones, the bridge of the U.S.S. Voyager 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 “deep space feel” of the show. This design also reduced the traditional two-man con and navigator positions to a single console, putting emphasis on Captain Janeway.

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’s and Next Gen’s bridges are awesome examples of futuristic interior design precisely because they don’t go overboard. Compare these simple designs to the complex bridges of the Enterprise-E or the franchise reboot and you’ll see Star Trek art direction run amuck. Overlapping lines, textures and lens flares get in the way of the action and detract from the audience’s ability to focus on the characters.

Designing anything, even a fictional universe is an art form. More so when a large part of that universe’s appeal centers around details. Through the years, those entrusted with designing the bridges of Starfleet have evolved and molded it again and again. These talented artists have put their stamp on Gene Roddenberry’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 build a bridge in our basement, a virtual one has to be the next best thing.

My Most Anticipated of 2010

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.

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Star Trek Online

Video Games

When Star Trek Online 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’s hugely popular effort, World of Warcraft. 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 Borg and Klingons.

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’ve played it. That’s right I’ve sat in the Captain’s chair and I am here to say STO is a winner. I can’t divulge much due to the closed beta NDA except to say that Cryptic Studios has managed to capture this Trekkie’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’t afraid to run Windows via Boot Camp, there’s no reason you can’t go where no one has gone before. Make it so!

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The Pacific

Television

From Producers Tom Hanks and Steven Spielberg, the team that brought us the Emmy Award winning miniseries, Band of Brothers, comes The Pacific. I first wrote about this HBO 10-part drama back in April of 2007 and have been waiting for it ever since. The original Band of Brothers 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.

The Pacific is based on two memoirs of U.S. Marines: With the Old Breed by Eugene Sledge and Helmet for My Pillow 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 Wikipedia, the series will feature well-known battles involving the 1st Marine Division, including Guadalcanal, Cape Gloucester, Peleliu, and Okinawa, as well as Basilone’s involvement in the Battle of Iwo Jima. While Band’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.

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The Return of Futurama

Television

You just can’t keep an animated robot and his hilarious best friends down. After a pre-mature cancellation by Fox in 2003, Futurama found new life in syndication thanks to Cartoon Network’s Adult Swim and Comedy Central. The show’s creators, Matt Groening and David X. Cohen teamed up and briefly brought Futurama out of deep freeze with the release of 4 straight-to-DVD movies, the last of which was released in early 2009. On June 9th, 2009, Comedy Central announced that they had picked up the show for 26 new half-hour episodes which are due to start airing in mid-2010.

I’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’t suit Futurama and the stories lost focus. I’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’m dying for new material for my Futurama icon sets!

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Super Mario Galaxy 2

Video Games

When it was released in November of 2007, Super Mario Galaxy quickly became hailed as one of the greatest video games of all time. As the flagship title for the new Nintendo Wii, Galaxy brought the beloved Mario series to a whole new level. The game challenged gamer’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’s impact were the over 20 fresh and epic musical tracks 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 Super Mario Galaxy 2’s appearance sometime in 2010. Count me among them.

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Apple iPadd

Technology

Rumors of the mythical tablet computer from Apple have been swirling for the better part of a decade, but it wasn’t until the iPhone came along that the possibility of such a device seemed real. Add to that slips of the tongue from newspaper and magazine publishers, supposed patent filings and oodles of fake mock-ups and suddenly rumor becomes reality. If speculation is to be believed, then the iPadd (my pet nickname for the device ode to the ubiquitous tablet computers from Star Trek) will arrive sometime in March or April for under $1,000.

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 revolutionize it. Steve Jobs is apparently setting Apple up as the direct competitor to the hugely successful Kindle from Amazon, and that’s just fine with me. Call me crazy, but I think if you’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.

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 recipe du jour as I cook. Oh yes, if and when the iPadd comes, I’ll probably find a way to talk myself into needing it along with millions of other consumers. Curse you Steve Jobs!

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TRON Legacy

Movies

This long-awaited sequel to Disney’s original TRON has geeks everywhere spazzing out. The story follows Flynn’s son Sam as he attempts to track down his missing father. Inside the cyber world audiences first visited in 1982, the programs have become more advanced, video games more violent and cyberspace more deadly.

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, TRON Legacy promises to be a visual spectacle unlike anything movie goers have ever seen. Disney has scheduled the release date of the film as December 17th, 2010, a year and a few days from when I write this. Only time will tell if it’s worth the wait.

• • •

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Orba: My New iPhone Obsession

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. Orba, the new free puzzle game from Kieffer Bros. 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.

I love games that can be explained in 25 words or less and Orba’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’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.

As is the case with much of the software that lives on my iPhone, I first discovered Orba via a tweet from a friend, Jason Snell of Macworld. Since I know all too well how important it is to get the word out about great iPhone apps, I’m only too happy to recommend Orba to all of you iPhone and iPod touch users out there.

The game’s user interface is drool worthy. Everything about the game’s design just seems right from the user interaction and the help screens to the friendly “Hello Again.” 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’ 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.

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 iPhone titles, 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’t say any more regarding the decision to give away Orba except to say “Thank you” to the folks behind the orbs. I’ve already gotten many hours of enjoyment out of the download, and that will most likely continue for some time.

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’t have online scoreboards or social network boasting, but it doesn’t have to. It is what it is. If you’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, download a copy and let me know when you break the million point mark.

UPDATE: Of course on the very day I decide to publish this post, Orba goes from free to 99¢. I’m actually glad they made it paid since it’s worth 4-5x what they are asking for. You can still try the first 12 levels for free by downloading Orba lite so no harm, no foul.