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Mike Schramm

- http://www.mikeschramm.com

Mike Schramm has been writing and publishing both online and traditional media for almost ten years now. He's a freelance writer based in Chicago who's been published in Newcity, Time Out Chicago, and many places online, including Opium and Uber. Currently, he is co-lead of WoW Insider and Massively, and continues to pop up in unexpected places all over the Internet talking about gaming, technology, and culture. You can track his exploits at his personal website, mikeschramm.com.

Filed under: Gaming, Odds and ends, Freeware, iPhone, App Store, iPod touch

Sega giving away Columns on iPhone for free all this weekend


Normally we'd just send out a tweet about this (that's usually what we do with free app deals, so if you're not one of the almost 40,000 people following us yet, you definitely should be), but this is a good one, and it's a holiday, so we wanted to make sure you knew. Sega is feeling particularly generous this weekend, so they're giving away free copies of their Columns Deluxe, a port of the old Genesis game, for the iPhone. The game is a pretty straightforward port -- it doesn't have any extras, and the accelerometer controls are a little tacked on from what we hear, but if you like the puzzler gameplay of Columns, and you should, it's a fun one to pull up for a few minutes at a time.

Plus, it's free -- from July 3rd to Monday, July 6th, Sega says it'll be on sale for the low price of nothing at all. Sounds good to us -- sit back, put a few brats and burgers on the grill, grab a Corona (and lime, of course), and enjoy some old-school dropping block gameplay for no money at all.

Filed under: Gaming, Software, iPhone, App Store

Rolando 2 out now on the App Store


Just in case you haven't yet heard, ngmoco has released Rolando 2 out into the App Store for the premium price of $9.99. The game's subtitled Quest for the Golden Orchid (in this one, you're rescuing a relic rather than a prince), and though it's not cheap by App Store standards, but on the other hand, it's as quality a game as you'll find on the iPhone. We were big fans of the first one, and the second one ups the ante with a brand new 3D look (though still the same great 2D gameplay), and lots more types of Rolandos to roll and jump and fly and drive around the more than 45 new levels. It's fair to say that if you liked the first one, you'll love this one, and if you've never tried rolling a Rolando around, this is a perfect opportunity to start.

There, unfortunately, no lite version of the second game yet, but there is a version of the first one to try, and there are lots of movies to watch over on ngmoco's site, so you can probably get the idea from there. If you're interested in gaming on the iPhone at all, Rolando's on the short list no matter what your tastes are.

Filed under: Analysis / Opinion, Hardware, Humor, Odds and ends, iPhone

Want to BBQ with the iPhone? You don't even need an app


Not really -- if you really are planning to grill up some meat (or mushrooms and pineapples, they're good too) today or this weekend, you'll need a little more heat than your iPhone will give. But it's true, Apple's little handheld can get nice and toasty when it's really working*, and illustrator Chad Covino made a little Fourth of July BBQ-themed sketch about that very subject. We love it -- very nice work!

My iPhone does get hot, but not so hot I can't pick it up -- usually when I'm running 3D for a longer stretch of time or when the phone is doing some serious calculating like audio or photo editing, I start to feel the heat coming off the back. Batteries are to blame for some of the more extreme problems, however, and that's not a huge surprise, given that batteries in any mobile device have their issues. The good news in that case, however, is that the phone is unlikely to actually explode -- the repair guy Wired talks to says that "a little bit of smoke eventually is probably the best bet." Not that a smoking iPhone is a good situation at all, but you can at least be sure that your iPhone is not quite as hot as the fire under your burgers this weekend.

[* Note that the Apple KB article referenced here about temperature warnings/"don't leave the iPhone in the glove compartment" for the iPhone 3G and 3GS is not a new post, nor is the temperature alert screen unique to the 3GS; the KB was simply updated to include the newer device. Jim Dalrymple at The Loop has a solid rundown. FoxNews incorrectly reported that the support article was specific to the 3GS, but then did cite PC World's Melissa Perenson and David Coursey with personal stories of wicked-hot 3GS units. If your 3GS is overheating, check in with Apple support or your local AT&T store. -Ed.]

Filed under: Software, Odds and ends, Freeware, iPhone, App Store

Dunkin' Run lets you live in the future, Dunkin' Donuts style

Ever wanted to order a bunch of coffee and doughnuts along with your friends online, and then go and pick them up in the store? There is, in fact, an app for that. Dunkin' Donuts has released Dunkin' Run (iTunes link), an app that not only connects you and your friends together (through a strange love of pastries and java), but will allow you to set up an order and then go straight to the store and pick it up.

Sound unnecessary and lame? Maybe -- though it is free, even if it's adware as adware can possibly get. And apparently the app is really badly designed, not to mention that we do feel a little dirty telling you about it: you should probably eat something a little healthier, like a banana or even an (wait for it) apple.

But let's not forget where we started out here -- back in the day, we dreamed of ordering coffee on our iPhone, and now that day has basically come. Unfortunately, the best parts of the dream haven't yet materialized -- Dunkin' Runs only lets you tally up orders among your friends, not actually deliver them to the store. For that, you've still got to show the cashier your iPhone screen, and/or read them off the order. But it is a step closer to the dream. If companies are going to make apps that are actually useful for us, they have to start with apps like this, no? And if nothing else, it's an app that will tell you where Dunkin' Donuts is -- that's all I use my Bank of America app for anyway.

Filed under: Analysis / Opinion, Gaming, Software, Apple, Developer, iPhone, App Store, iPod touch

Jason Rohrer on going from indie to the App Store

We covered Jason Rohrer's Primrose when it first came out -- the creator of Passage, a critically-acclaimed indie game, had taken his first steps onto the iPhone with an abstract puzzle game, and in this latest interview with Edge, Rohrer says he's on the iPhone to stay. He says that when he first moved from strictly art/indie games to more commercial development on the iPhone, he worried that he was selling out: he wasn't a fan of cell phones at all or any Chinese-made gadgets sold by American companies, and yet the iPhone's platform seemed most "palatable" to him in terms of making games and a little money from them.

And yet he says the iPhone still has pros and cons -- even in an "open source, free software" world, Apple's system offers a choice: you can buy a packaged-up version of the software and throw a little money back to the developer (not a ton -- he says you've still got a better chance at making a living from Vegas than you do from the App Store), or you can still try building and installing your own version on your iPhone. As an open-source developer selling apps on the App Store, he says, "you're charging for the service and convenience, not the content."

Still, he echoes the sentiments of lots of other developers: "There is no quality filter, except for the whims of the masses." Apple's App Store offers up an intriguing system for many indie developers like Rohrer, who want to earn a little money for their games without setting up all of the complexity and burdens of a more traditional publishing channel, but it's still tough to keep from getting lost in the mix.

Filed under: Gaming, Software, Developer, iPhone, App Store, iPod touch

Doom Resurrection on the iPhone now, lots more id games to come


Fellow shooter fans rejoice -- id software's John Carmack has begun delivering on his love of the iPhone with a brand new game made just for the platform called Doom Resurrection, available right now on the App Store for the price of $9.99. There's nothing small about this game at all -- it offers up 76 mb of original id shooter, including eight levels total, six on Mars, and two more (spoiler?) in Hell, all set in a graphics and control engine designed just for Apple's handhelds (you control aiming with the accelerometer while the game runs you around on rails, and hit the various on-screen buttons to shoot or jump into cover). Unfortunately, there's no lite version to test out (though we can probably expect one eventually, considering Wolfenstein Classic got one), but early reviews say that if you like Doom, you'll enjoy the game.

And that's not all -- besides this original version of Doom, Carmack and id continue to have big plans for the iPhone: Quake and Quake 2 are headed there for sure, and Quake 3 probably isn't far behind, as well as a RAGE-related title. And that doesn't even include the rest of the mobile stuff they have planned: apparently Wolfenstein RPG is ready to go, and Carmack hints that they've got even more original titles like Doom Resurrection here up their sleeve. Good to see a major, established developer like id is really committing to delivering new games for the iPhone.

Filed under: Analysis / Opinion, Gaming, Hardware, Software, Odds and ends, TUAW Business, iPhone, App Store

Talkcast reminder: Potluck night tonight


Our weekly interactive podcast goes live at 10pm Eastern this evening, and it's going to be a potluck night on the show -- you bring whatever you want to talk about, and we'll bring our own casserole of TUAW news from the last week. We'll definitely talk about the new iPhone 3GS: how fast it is, how Find My iPhone really can help you find your iPhone, five things you might not know about the phone (if you didn't read that post yet), and, errr -- how fast it is. The speed is such a big story we'll talk about it twice!

Plus, you'll probably hear us wax poetic on how much we love the mini, and we'll talk about our "stickiest" iPhone applications -- apps we just can't help but load up that "one more time." Should be a lot of fun -- definitely tune in and join us at 10pm Eastern this evening over on TalkShoe.

To participate on TalkShoe, you can use the browser-only client, or you can try out the classic TalkShoe Pro Java client; however, for maximum fun, you should call in. For the web UI, just click the "TalkShoe Web" button on our profile page at 10 pm Sunday. To call in on regular phone or VOIP lines (take advantange of your free cellphone weekend minutes if you like): dial (724) 444-7444 and enter our talkcast ID, 45077 -- during the call, you can request to talk by keying in *-8. Talk with you then!

Recording support for the talkcast is provided by Call Recorder from ecamm networks.



Filed under: Analysis / Opinion, Gaming, Odds and ends, Freeware, Open Source, Apple, iPhone, App Store, iPod touch

The question of emulators

Gizmodo recently posted this video, which is beautiful to any PSX-era gamers: it's Final Fantasy VII running right on the iPhone, like buttah thanks to the 3GS hardware. How is this possible? Through the magic of emulation -- ever since computers got powerful enough to pretend to be other computers, people have resurrected old consoles and hardware by writing code that makes old games and software think its right at home in the computer it belongs in (an old NES system, a Genesis, or even a Playstation or Nintendo 64). As a result, by loading up ROMs into an emulator program, you can play old games you can't find (at least working) in the store any more.

But the problem, as it usually does, lies in the legality. Even though those games are hard to find, companies still often own the copyrights on them (Square, for example, just released FFVII in an official emulator on the PSP, and they wouldn't be very happy with someone else releasing it on the iPhone). So while it's very easy for someone to write software that pretends to be an old NES (and there are lots of jailbroken apps around that will do just that), it's not easy to get all the rights and legal sign-offs to make it legit. Legit enough for Apple to keep it in the App Store, anyway. And while the video Gizmodo shows is awesome, and is possible on a jailbroken phone, it's not likely we'll ever see that app make it through Apple's approval. Not to mention that even when people jump through the legal hoops, Apple isn't happy with running other systems' code on their hardware anyway. Lame.

That doesn't mean that the old games are gone forever -- there are certainly emulators of open-sourced or expired hardware on the App Store (here's one for Chip-8), and obviously there's a commercial reason for companies who do own the copyrights on popular games to bring them into the App Store officially. But as great as it would be to have a GBA emulator that automatically played any GBA game ROMs you loaded into it, that kind of stuff will have to stay in the jailbreak underground for now.

Filed under: Audio, Blogging, Freeware, Internet Tools, Podcasting, iPhone, App Store, App Review

AudioBoo lets you broadcast audio directly from the iPhone

Back when we looked at Radar, a photosharing site with an accompanying iPhone app, I mentioned that while Twitter had monopolized the "text exporting" function from your iPhone, there would be a slew of companies to try and grab the rest of the media you want to broadcast. Radar, I said, wanted to be the photo app. And AudioBoo, it appears, wants to be the audio app (we've yet to see a strong video contender pop up with the 3GS, though YouTube is certainly serving for now).

I've been using AudioBoo (iTunes link) for a few weeks now, and I have to say, it definitely does what it says on the box: after a short signup session and the installation of the app to your iPhone, you can record and upload (and almost more interesting, listen back to others') audio quickly and easily.

You hit record, can talk for a while (i haven't hit a limit yet, though three minutes is what I originally heard, and that tends to be about right for these little mini-podcasts), then hit stop and upload, add a picture, title, and tags, and a few minutes later, your audio is right there on the web for everyone to hear. I've used it on my EDGE phone and my friend's 3G, and I have to say the experience is better on the 3G -- the upload speeds are much better (I generally have to wait on my iPhone until I get on Wi-Fi to upload the audio), and to my ears, the audio sounds better. Here's a recording I made at a Cubs game on my 1G with a few friends, and a recording my friend made on his 3G at a restaurant. Edge works, obviously, but the 3G seems to work better.

Read more →

Filed under: Analysis / Opinion, Gaming, iTS, Odds and ends, TUAW Business, Apple, iPhone, App Store, SDK, iPod touch

TUAW Interview: OpenFeint, continued



Have you seen anything like that already, where developers have said, well we thought about doing it this way, but we're going another way?

PR: Too early. The phones aren't even out yet, user experience hasn't occurred yet. I would say July, we'll get a lot of feedback once these games come out with push notifications. The other thing that's kind of interesting, by the way, is that OpenFeint is working on cross-compatibility, because if I have a 2.2 iPhone and you have a 3.0 iPhone, and you send me a social challenge, in my app on 2.2, it won't show up as a push notification, right, because I don't have the 3.0 iPhone. So we are support the concept of push notifications in the plumbing and infrastructure of OpenFeint, however on a 2.2 phone, whenever the user next opens the app, they would see a screen that is an OpenFeint screen that would have a notification saying "you've got to beat my score," as opposed to seeing it on the iPhone icon, as a number, like the Mail thing, where it says you have notes waiting for you.

So I think as a user experience, the jury's still out, because the platforms are just getting ready, right? So the key here is to say that we're going to make it trivial by continuing our tradition, which is no servers, very easy to integrate, and some big games will launch in July with push notifications and then we'll go from there.

I think, to a certain extent, the same thing will happen on the microtransactions side. It already has happened with Xbox Live -- I don't know if you remember the story of horse armor, where everyone says "how can you release a different graphic and ask us to pay for it?" Have you seen examples yet of how developers want to use microtransactions? Are they aware of that danger or are they fearful of that at all?

PR: So I think the obvious one, just because I have, as I said, investments in companies in the Facebook app space, the big reason for microtransactions is virtual goods. So any kind of virtual world, avatar apps, some of these Mafia iMob apps, you can assume that there will be virtual goods unlocking with microtransactions. That one I think will translate over fairly well, in fact Net is going next week to China, where he's a keynote speaker at Tencent's annual conference. Tencent is an Asian company which does a billion dollars in microtransactions, all of it virtual goods. So I think that microtransactions, as we see them on social networks today, will come pretty much that way onto the iPhone social network, or the iPhone gaming network.

NJ: I also think that it will actually lead to the pricing, might even drop dramatically, but those who are charging for applications are going to go free, because they're going to earn much more by making it free and leveraging microtransactions.

Yeah, if you're charging $4 for an app and can sell four levels for $1 each, that's the way to go.

NJ: The user starts playing, gets very engaged, and wants to get to the next level and make the purchase, and it's very difficult not to make the purchase if you're engaged and you want to continue the game.

PR: The thing that's a little trickier, I think, is when you have microtransactions that aren't directly virtual goods, because virtual goods don't fit the theme. But are like chapters, or just additional content in the game. Then, I think, the business model is a little trickier, because that's your content update strategy, and to some extent, the iPhone user is used to -- like, if you look at the success of Pocket God, it's a double edged sword. If you talk to the Pocket God guys, their game is one of the few games that stays in the top five constantly. It's just always in the top five. And they use OpenFeint, and they're going to use push notifications, but when we spoke to him about microtransactions, he said, I have to figure that out, because their commitment to their userbase is, every week you're going to get an update with more content. So given that he's already committed that on the current price point, how does he unlock more content with microtransactions? So he was the first to say I definitely want to do push notifications, but I have to think hard about how I could incorporate microtransactions into Pocket God. So I do think there's a little more complexity there, especially when it's not just direct virtual goods. But I think they'll crack it. I think some other people we're talking to are certainly thinking of Chapter 1, Chapter 2, Chapter 3, three microtransactions. And certainly the virtual goods guys are like no questions how they'll do it.

And there are definitely precedents for both, in terms of episodic gaming on other services. Jason maybe you can talk about this, too, as a developer -- I'm really interested in the balance between making sure that what you're selling people is worth it, or something that's not. If you're asking to pay a dollar for a gun that's just a re-skin, people won't go for that. What do you think of that?

JC: I think, as a game designer, what you have to really think about is the motivations for why people will want to purchase this content. Whether it's a re-skin or not is less important than what it will allow you to do in the game. And the reason why I think virtual goods have done so well on social networks is that social pressure is a huge motivator to getting people to do things, and if part of that social pressure results in you engaging and buying virtual content, people are much more likely to do it. I mean, if you just have another gun that allows you to increase your DPS by two points, that's not terribly interesting to anyone but the ultra hardcore gamer, and then they'll probably just be pissed off that they have to pay for it. So that's not really an appropriate way to go about it. As a traditional gamer, buying episodic content or buying level packs, or substantially new gameplay experience, fits with my head, and then virtual goods, I think, have to be motivated through social pressure.

And the last question I have is just about the future of OpenFeint. I have to give it you guys -- there were quite a few, and there still are, services poking around that want to do the kind of stuff that you're doing. And just in terms of size and influence right now, you're kind of the top of the heap. So what's next, are you planning to kind of sit on the heap and just keep things set, or are you still aiming to improve here?

PR: I think that definitely we will continue to innovate and add more services to the platform -- there's no question that it's a platform play, and that we will continue to add features and additional things. I would say two things: one is, we will publish games, always, on top of our own platform technology, that will really kind of push the borders of gameplay design around the OpenFeint platform, to sort of demostrate and lead the way. So in the last announcement, we did hint at a new game coming out this summer based around push notifications and microtransactions, where we want to lead the industry. Because we never think that by being in front today, that we will be always in front. So we want OpenFeint to be the premiere platform, we agree that today, we certainly feel like it's way up there, but we feel like you constantly have to build new product on top of your platform to really make a world class platform. Because otherwise you're just sort of opining and thinking oh, this is good stuff. So we always want to test our own platform, and expect a title this summer based on OS 3.0 and OpenFeint features.

The second thing, which is, I think we're really doing something different around the business model. Ngmoco announced their Plus+ platform this week, and it's really a publishing tool rather than an open platform, and we're pretty proud of the fact that we're sort of the biggest player who is really able to provide an open platform where a developer does not have to make a publishing deal with us in order to get access to the platform. Ngmoco's platform is hey, we have this platform, it's part of our publishing network, and if you want to publish games with us, that's how you get the platform, and obviously you know the economics of the publishing business in the game industry, right? There's revenue that has to be sacrificed there. So I think as a guiding strategy, we will never make our platform related to anything with our publishing because it's our belief that this OpenFeint thing does two things that we will always have to provide for publishers: no servers, because 90% of developers have no experience building servers, they build great console games, client side stuff, C, C++ programming, all this stuff, but they really don't have any backend experience. And two, we're not going to take rev share, in terms of publishing deals. And those two things, I think, are sort of our long-term guides. The third thing is to build our own games constantly, so we can use Danielle and Jason's game design and knowledge to say here's the kind of games we can do. So if we can do that and execute, I think, with some fingers crossed, with some luck, we'll emerge as the de facto standard, which is our goal.

I had talked to Danielle a little about pricing already, but I wanted to ask about microtransactions as well -- when you do that stuff, are you not skimming off revenue as it comes through, or what is the pricing scheme there?

PR: Well even today, we have cross promotion inside OpenFeint 2, even before microtransactions, where if two players meet in a lobby, and they're from different games, then one player clicks on the other player's game, and you go to the App Store and you buy that other player's game? That's what you call our one-touch iPromote product inside of OpenFeint, it's a big draw for a lot of developers, because our community is now three million and growing -- we call it our social bazaar, because the App Store is so cluttered now that it's hard to differentiate. So you use OpenFeint and get your game in front of three million people in these lobbies. That revenue, when someone buys a game using OpenFeint's cross promotion feature, doesn't come from the developer, it comes from Apple. Because we are an Apple affiliate, through BigShare. So we take the user into a webview, which is our own catalog, where you can buy games off the App Store, and then Apple actually pays us. So that's hopefully -- this is the same thing, the whole idea is to get Apple to pay us every time there's a purchase in the App Store, including in-app purchases, as opposed to the outside.

Great. That's pretty much everything I had to ask, was there anything else you wanted to share? I guess we'll keep an eye on the game coming out this summer.

JC: Yeah, I guess the only other thing worth mentioning is that OpenFeint is available now -- it can be downloaded by anyone from our website. It's real.

Cool. Thanks very much.

Tip of the Day

Holding the Command key (aka the Apple key) and pressing Tab will cycle through your open applications. It's easier to Cmd-Tab if you are Copy (Cmd-C) and Pasting (Cmd-V) to and from various applications.


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