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November 17, 2009 5:03 PM PST

Wii and Wii Fit make their way to Sports Authority

by Don Reisinger
  • 6 comments
Wii

The Wii is coming to...Sports Authority?

(Credit: Nintendo)

You might be used to buying your video game consoles only at an electronics store, but all that will soon change. National sports retailer Sports Authority announced Tuesday that it will start selling the Nintendo Wii and Wii Fit Plus in its stores.

Aside from being able to pick up a Wii and Wii Fit Plus, consumers will also find Sports Authority stores that boast a Wii "interactive fitness experience." The section of the store will have "knowledgeable fitness trainers allowing customers to try Wii and Wii Fit Plus before they buy."

While it's certainly interesting to see a Wii being used by a fitness instructor in a sports store, Sports Authority said it believes that it will help set it apart in the marketplace. According to the company, users will now be able to "satisfy their fitness- and sports-gaming needs under one roof."

But just how much of a benefit Wii Fit actually affords its users is up for debate. Sports Authority might claim that it helps users "achieve better health," but a recent study (PDF) from the American Council on Exercise found that the game offers a "very, very mild workout."

That could throw a wrench in Sports Authority's plans as it attempts to make the case that the Wii and the Wii Fit Plus make sense next to other products designed specifically to improve the health of its users. As appealing as it might be to some, Nintendo's game might not be able to stand up against fitness-focused products.

Regardless, Sports Authority has thrown its support behind Nintendo's console. The Wii and the Wii Fit Plus will be available in 102 stores starting on Thursday. It will be rolled out to remaining company stores by spring 2010.

Originally posted at The Digital Home

Don Reisinger is a technology columnist who has written about everything from HDTVs to computers to Flowbee Haircut Systems. Don is a member of the CNET Blog Network, and posts at The Digital Home. He is not an employee of CNET. Disclosure.

November 12, 2009 4:00 AM PST

Graphics showdown: 13 games for newer iPhones

by Josh Lowensohn
  • 28 comments
(Credit: CNET / Josh Lowensohn)

Ever wondered what some of the graphical differences are in games that make use of the newer hardware in the latest versions of Apple's iPhone and iPod Touch? So were we. That's why we put together a screenshot comparison gallery of 13 games, all of which are either packing extra OpenGL ES 2.0 goodies, or that more complicated graphics modes that run a whole lot better on the beefier hardware spec.

As for our testing, we ran each title on an iPhone 3G and a third-generation iPod Touch, the latter of which packs the faster innards required for some of the advanced OpenGL effects.

To our surprise, there were very few apps on the App Store that made use the new graphical spec, and even fewer that required a standalone version of that application to do so. However, many of the developers we talked with said that they were cooking up new titles that would be pushing these new devices a little further than what they had already created. That's good news for those with a newer iPhone or iPod Touch, but a definite thorn in the side of those who might not be able to play some of near-future App Store releases on their original iPhone or iPhone 3G.

Click on our slideshow link below to get started. We've also included links to each version of each app (in case there are variations), all of which open up in iTunes. Also, in case we missed any, feel free to leave them in the comments and we'll try to add them later.

Update: We've added bonus screenshots of Ravensword, the upcoming 3D RPG, as well as top-down pinball game Wild West Pinball.


See also:
The future of iPhone games
For games, no big rush to speedy iPhone 3GS
iPhone developer: 3G S graphics will be sooo much better than PSP's

Originally posted at Web Crawler
November 9, 2009 10:24 AM PST

EA picks up Playfish for social gaming push

by Don Reisinger
  • 4 comments

Video game developer Electronic Arts announced on Monday that it has acquired social-gaming company Playfish, paying $275 million in cash and $25 million in "equity-retention arrangements." Playfish also is entitled to up to $100 million if it meets performance milestones by December 31, 2011.

EA also announced later Monday that it planned to eliminate 1,500 jobs, or about 17 percent of its workforce, as part of a plan to reduce annual costs by about $100 million.

The acquisition of Playfish falls in line with EA's desire to be more than just a developer for traditional gaming platforms, like consoles and the PC. The company said in a statement that the acquisition "strengthens its focus on the transition to digital and social gaming."

Thanks to the explosive growth of social networks and games made for those platforms, Playfish is enjoying strong performance in the social-gaming space. The company has more than 150 million games installed on several platforms, including Facebook, MySpace, the iPhone, and Android-based devices. According to Playfish, more than 60 million active players per month are playing titles. Its Facebook titles include Pet Society, Restaurant City, and Country Story--all three are among the most-popular games on the social network.

The EA Interactive division, which Playfish will join, has done a fine job of capitalizing on the trend of online and mobile gaming. That division includes Pogo, one of the top casual-gaming sites on the Web. The Mobile side of EA Interactive has captured 34 percent market share in the U.S. with the help of Madden NFL 10, The Sims, and Tetris.

Updated at 10:20 p.m. with details of job cuts.

Originally posted at The Digital Home

Don Reisinger is a technology columnist who has written about everything from HDTVs to computers to Flowbee Haircut Systems. Don is a member of the CNET Blog Network, and posts at The Digital Home. He is not an employee of CNET. Disclosure.

October 1, 2009 3:07 PM PDT

Same game costs more on PSP Go than on iPhone... why?

by Mark Wilson
  • 61 comments
PSP next to iPhone (Credit: Gizmodo)

Wow, as if we needed more incentive to not invest in the PSP Go, a new trend has arisen during the first day of Mini availability. The same games cost more on the PSP/PSP Go than they do on the iPhone/iPod Touch.

Examples:

price chart (Credit: Gizmodo)

Unfortunately, the system is set up to charge the consumer at maximum from the get-go. Games from the App Store start at free. PSP Minis--a new series of bite-size games--start at $5.

The fact of the matter is the iPhone gaming experience isn't all that great. Full-fledged PSP titles should cost more than tiny downloadable apps any day. But there's no good reason for gamers to pay a premium on PSP titles that are available for less on other platforms, just because they generally pay more for games.

There are multiple fingers to be pointed here. Sony, for not allowing free games, which would inspire some price competition. Sony again, for skimming who knows how much off the top of the price point. (In comparison, it's known that Apple takes 30 percent off of the iPhone App Store sales.) And the publishers, who decide to set their games at prices up to two or three times the cost of the iPhone version.

But the worst part? Not only is the content of overlapping titles generally no better than the iPhone; sometimes it's worse.

... Read more
Originally posted at Crave
August 20, 2009 10:05 AM PDT

Nintendo: We killed the DS lookalike app

by Don Reisinger
  • 22 comments
Nintendo DS

It's all gone--thanks to Nintendo.

(Credit: Screenshot by Don Reisinger/CNET)

The DS DoubleSys iPhone app, a Nintendo DS lookalike (and simulator) that we've been following since it was first made available on Apple's App Store, was removed from the store upon request from Nintendo, Nintendo said in an e-mail.

In response to a request for comment, Nintendo spokesman Charlie Scibetta wrote that his company felt it needed to protect its intellectual property.

"Nintendo respects the intellectual property rights of other companies, and in turn expects others to respect ours as well," Scibetta wrote in an e-mail. "Nintendo did seek the removal of this application as we vigorously protect against infringement of our intellectual property rights."

But it didn't end there. Also taken down was the video the app's developer, ZM2 Dev, had posted to YouTube about how the DS DoubleSys app works. In the video's place, a YouTube notice is displayed that reads: "This video is no longer available due to a copyright claim by Nintendo of America."

ZM2 Dev did not immediately respond to a request for comment.

There's currently no word on whether or not ZM2 Dev will release a similar, non-infringing app in the near future.

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Originally posted at The Digital Home

Don Reisinger is a technology columnist who has written about everything from HDTVs to computers to Flowbee Haircut Systems. Don is a member of the CNET Blog Network, and posts at The Digital Home. He is not an employee of CNET. Disclosure.

June 10, 2009 12:56 PM PDT

Will Apple offer ratings for iPhone games?

by Daniel Terdiman
  • 11 comments

A screenshot from the iPhone version of The Sims 3, one of thousands of games available for the Apple smartphone.

(Credit: Electronic Arts)

Most iPhone games are clearly appropriate for all audiences: puzzles, brain-teasers, mazes, and the like. But others, including some of the most fierce shooter games, may not be kid-friendly, at least from parents' perspectives.

But at least right now, there are no ratings for iPhone games, unlike for console or PC titles, and the president of the Electronic Software Ratings Board thinks that needs to change.

The ESRB--which is controlled by the video game industry's leading companies--rates games according to their content. The ratings include "C," for young children; "E," for everyone; "E 10+," for ages 10 and up; "T," for those 13 and up; "M," for ages 17 and older; and "AO," for adults only.

According to Kotaku, ESRB President Patricia Vance thinks it's a no-brainer that iPhone games should be rated, so that parents can have a sense of whether games on the hit mobile device are right for their kids.

"ESRB ratings empower parents to do their job," Vance told Kotaku. "Considering the fact that the vast majority of parents are already aware of and regularly using ESRB ratings, Apple's adoption of them for iPhone games seems like a no-brainer."

That's particularly true, Vance added, because Apple, in its announcements on Monday about the newest iPhone firmware upgrade, said it would offer the ability to block movies and TV shows on the iPhone based on content. But the company said nothing about games.

"Adding ESRB ratings to the controls (Apple) already plans to offer," Vance told Kotaku, "would give parents the ability to exert control over the games their children play as well."

The Entertainment Software Ratings Board rates games, but its president is asking why Apple has not offered such ratings for iPhone games.

(Credit: ESRB)

And Vance has a point. Games are clearly one of the killer apps for the iPhone, what with thousands of them already available on Apple's App Store, and many of them among the most popular apps. And while Apple attempts to filter submitted apps for some level of appropriateness, there have been many documented cases of apps of questionable taste making it through.

Apple did not immediately respond to a request by CNET News for comment.

One has to wonder if this is something Apple has thought about, or how much extra work it would take them to add ESRB-style ratings. On the other hand, adding the ratings would also create a situation where Apple might find itself embroiled in controversy if a game ended up having hidden--or difficult to find--content outside the applied rating. That, of course, is what happened with Rockstar Games' Grand Theft Auto: San Andreas in 2005, a scandal that reverberated across the games industry and into politics.

Perhaps Apple has decided it wants none of that.

May 15, 2009 10:00 AM PDT

Zune-Xbox gaming device in the works?

by David Carnoy
  • 40 comments

T3's rendering of a Zune-Xbox portable gaming console.

(Credit: T3.com)

The Zune rumor mill has been churning for a while, with leaks of an alleged ZuneHD and maybe even a Zune smartphone. The latest rumor gathering steam is sort a riff on previous rumors: Microsoft is developing a portable digital entertainment device that bridges the gap between the Zune and the Xbox 360.

Team Xbox, which ran a story back in January with a similar theme, is the site behind the gaming Zune rumor. Team Xbox's anonymous source had some juicy tidbits to throw out, saying the Microsoft handheld, which has been dubbed the xYz, will be "unlike anything on the market today" and that we should think in terms of a mashup between the Sony Mylo, the PSP, and the iPod Touch. The source, Team Xbox says, wanted to make clear that device "lacks access to a phone network."

The article goes on to note that the graphical interface found in the New Xbox Experience will make its way onto the handheld. "Buy a song, a movie, or a TV show on your Xbox, play the content later on the handheld or the other way around," the source said. "Play an Xbox Live Arcade game either on your Xbox or in this handheld." Sony's been trying to move toward a similar relationship between the PS3 and PSP but it remains a work in progress.

So, is the rumor legit? Will we see a new portable entertainment system from Microsoft this year?

We're willing to buy into this one--to a degree. Our second-hand sources confirm that the Team Xbox post is basically on the money and that Microsoft is indeed prepping a device that's designed to compete with the iPod Touch, not the iPhone. As we said, we've been hearing bits and pieces of this rumor before. For instance, some alleged ZuneHD specs that were circulating earlier referred to "3D gaming" capabilities for the device. So it makes sense that the Zune HD--or Zune xYz--will have some tie in to Xbox Live Arcade games. And hopefully, Microsoft will having something to say about it at E3 next month.

What do you guys think? If true, is this a PSP, iPod Touch, and Nintendo DSi killer all rolled into one device?

(Source: Gizmodo via Team Xbox)

Originally posted at Crave
April 15, 2009 2:20 PM PDT

For draft, NFL goes deep on social media

by Daniel Terdiman
  • Post a comment

The NFL.com's war room feature will let users see a graphical representation of aggregated comments by fans of each of the NFL's 32 teams.

(Credit: NFL.com)

Update (9:12 a.m.): This story has been edited to reflect the fact that NFL Mobile Live is available only to Sprint users, as well as the league's plans for Twittering the draft.

For serious football fans, there is likely no bigger single event--except the Super Bowl--than the annual amateur draft. And as the NFL gets ready for two days of hysteria over where dozens of pro prospects end up, the league has deployed its deepest roster ever of social media tools to ensure that fans' thirst for even the most minute news is quenched.

There's no shortage on TV and on the Internet of expert sources weighing in on the draft-day needs of various NFL teams and their likely moves before, during and after the April 25 and 26 event. But many people are just as, or more, interested in what their fellow fans think about their favorite teams' decisions.

That's why, for the first time, the league has rolled out what it's calling fan "war rooms," essentially team-specific comment forums that are available via a map of the United States that shows each team's logo and the number of comments posted there.

And one thing is clear from the map: the teams with the biggest draft-day needs, in other words, the league's weaker franchises, have the most active forums. That helps explain why, in the wake of the Denver Broncos' much-publicized and highly-controversial recent trade of star quarterback Jay Cutler, its "war room" has far and away the most fan comments.

The aggregated comments feature is the newest NFL.com is employing for draft day, but by no means the only social media tool fans will have at their fingertips as they try to keep up with the flood of news that will peak during the draft itself but that NFL Online general manager Laura Goldberg expects will be heavy both before and after the league's 32 teams make their best stabs at improving their rosters by picking from the pool of eligible amateurs.

Another significant tool is NFL.com's Draft Tracker, an online system that allows fans to look for the latest information and analysis about prospects, positions, colleges, teams, and even draft rounds. So, Goldberg said, fans could see what is being said about all potential draftees from the University of Miami, or all quarterback prospects, or what specific teams are doing.

Once the draft is over, fans will also be able to issue grades for how they feel teams did. Experts' opinions on each team's performance are always hot topics, but now fans will be able to weigh in, and their collective votes will be averaged, Goldberg said, meaning it will be possible to see, in real time, what fans thought of any individual team's draft-day moves.

Goldberg explained that the NFL is also well aware of the popularity of social-networking sites, and as such, it has a new Facebook widget--already downloaded more than 100,000 times--that will update users with the latest draft-related news and video.

And the league is also promoting NFL Mobile Live, a WAP site that will allow any Web-enabled mobile phone on Sprint's network to follow the Draft Tracker. However, despite Goldberg's acknowledgment that the service would probably look best on an iPhone, she said that NFL.com has yet to release an iPhone app for the draft. That's because, she said, the league and partner Sprint are interested in reaching the broad cross-section of mobile device users, including those on BlackBerries, Android phones, and others.

For now, there is also no official NFL draft-related Twitter account, but Goldberg said that the league would be tweeting from the site of the draft.

February 17, 2009 11:19 AM PST

Casinos on lookout for iPhone card-counting app

by Daniel Terdiman
  • 14 comments

Update 4:19 pm: This story has been modified to include reaction from the creator of the card-counting iPhone app.

Since the July 2008 launch of the App Store, Apple has maintained a sort of moral code--a PG-13-type standard, if you will--surrounding the thousands of iPhone and iPod Touch applications available via the service.

That's why, for example, there are no iPhone porn apps, though it is certainly possible to access adult content optimized for the device.

Given that, one would think that Apple wouldn't have given the thumbs-up to an app that, if used in the most logical manner, could get someone arrested, or worse. But with an app called "A Blackjack Card Counter," that's not, in fact, the case.

'A Blackjack Card Counter,' an iPhone application that helps people count cards in blackjack, was the subject of an alert to Nevada casinos by that state's Gaming Control Board.

(Credit: Webtopia)

We've all seen the movies where the hot-shot gambler slips up and finds himself hustled off to a back room where a genial but brutal casino manager calmly breaks a few fingers while issuing a stern warning never to come back. Films like The Cooler, 21, Rounders, Casino and many others have made this kind of scene, even if it's not always about card counting, a staple of our imagination.

Yet card counting--a complex practice that gives practitioners a way to determine the optimal times to bet in blackjack--prevails to this day. And it's not even illegal, though being caught at it is sure to lead to a hasty expulsion from a casino, at best, or even the kind of back-room visit discussed above. What is definitely illegal, however, is the employment of any kind of electronic device that aids players in counting cards.

And that's where "A Blackjack Card Counter," and perhaps a few other iPhone apps come into play.

Earlier this month, the Nevada Gaming Control Board, itself tipped off by the California Bureau of Gambling Control, issued an alert to "all non-restricted licensees and interested parties"--the state's casinos--warning of the emergence of iPhone card counting apps.

"This blackjack card-counting program can be utilized on either the Apple iPhone or the Apple iPod Touch...Once this program is installed on the phone through the iTunes Web site it can make counting cards easy," Nevada Gaming Control Board member Randall Sayre wrote in the alert. "This program can be used in the 'stealth mode.' When the program is used in the 'stealth mode' the screen of the phone will remain shut off, and as long as the user knows where the keys are located, the program can be run effortlessly without detection."

And, as Sayre pointed out, "use of this type of program or possession of a device with this type of program on it--with the intent to use it--in a licensed gaming establishment, is a violation" of the law.

For its part, the makers of "A Blackjack Card Counter," an Australian outfit called Webtopia, couldn't be happier about the attention being paid to its app as a result of its potentially illegal nature.

"Since the Nevada Gaming Control Board warned casinos about 'A Blackjack Card Counter' there's been an unprecedented demand for this app," Webtopia wrote in the tool's official App Store description. "Now you can see what all the fuss (is) about at a very reasonable price."

... Read more
February 2, 2009 9:12 AM PST

iPhone users lead way in mobile game downloads

by Dawn Kawamoto
  • 6 comments

The number of iPhone users downloading mobile games to their devices jumped 14 percent in November, putting them in the lead of all mobile-phone game downloaders in the U.S. that month, according to a ComScore report released Friday.

The figures, based on a year-over-year comparison of three-month averages, showed that game downloads in November rose 17 percent overall to 8.5 million.

(Credit: ComScore)

Although mobile subscribers users are increasingly putting their phones to work to download games, only 3.8 percent of all U.S. mobile phone users took the time to download a game in November, according to ComScore.

However, a significantly higher percentage of all iPhone users, 32.4 percent, downloaded a game that month, according to the report.

Mark Donovan, a ComScore senior analyst, said in a statement:

The rapid growth in smartphone adoption in the United States has provided a boost for mobile gaming, as 34 percent of those downloading a game in November did so using a smartphone.

Last year, not one smartphone appeared in the top 10 devices used for mobile downloads. This year, six out of 10 are smartphones, excluding devices with smartphone-like functionality, such as the Instinct and Voyager, which also make appearances.

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Firefox hopes to one-up IE with fast graphics

Windows 7 features called Direct2D and DirectWrite will speed up Internet Explorer 9 performance. But Firefox hopes it might retool for the same benefit first.

E-tailers linked to 'scam' blame customers

Priceline, Classmates.com, and Orbitz say customers should read the fine print before complaining about being charged to join loyalty programs they didn't want.

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