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Cobra Command now on iPhone, and you could win a copy!
For those of you who haven't already tired of our slavish devotion to lesser-known FMV shooters, we have some great news: The helicopter action of Cobra Command has finally made its way to the App Store. Now you could just buy it for $4.99 and be a better person for owning this odd little anomaly of a game, but since you're special and dear to us we'd like to just give it to you for free.
We've already given five away to our beloved Facebook fans (just one example of why you should already be our fan), but head over and join up right now and there should be a fresh batch of codes waiting just for you.
We've already given five away to our beloved Facebook fans (just one example of why you should already be our fan), but head over and join up right now and there should be a fresh batch of codes waiting just for you.
iPhone App gives Xbox Live users complete control on the go
A new iPhone application entering the crowded marketplace allows all Xbox Live addicts the ability to connect to their account and do pretty much everything you can think of. Bad news: it isn't free. The $1.99 app, called 360 Live, lets you sign into your account, browse and respond to friend requests, check messages and even creep your friend's Gamercard on the go.
But, before you slap your $2 on the table, we'd recommend you wait for Microsoft to respond to the app's list price. In August 2008, Microsoft mandated that all Xbox Live-related applications be free. So, it may just be a matter of time before the 360 Live app drops to the easy-to-swallow price of free.
But, before you slap your $2 on the table, we'd recommend you wait for Microsoft to respond to the app's list price. In August 2008, Microsoft mandated that all Xbox Live-related applications be free. So, it may just be a matter of time before the 360 Live app drops to the easy-to-swallow price of free.
Gameloft talks up Android support
Gameloft announced today it's planning on releasing games for the second generation of Android phones and reiterated its support for the current generation of devices using Google's mobile platform. The affirmation comes a mere weekend after the mega mobile publisher's finance director, Alexander de Rochefort, stated the company planned to "significantly cut" its development for Android devices.
Gameloft's statement today in no way negates Rochefort's words, as the latest release is just some yammering about the second generation devices allowing the development of high definition games, but the timing and its lack of substance is suspect. The executive previously noted Gameloft sold "400 times" as many games on iPhone as on the Android. Of course, if Google's platform develops a more significant install base, we're sure Gameloft will be happy to invest more and take everyone's money equally.
Gameloft's statement today in no way negates Rochefort's words, as the latest release is just some yammering about the second generation devices allowing the development of high definition games, but the timing and its lack of substance is suspect. The executive previously noted Gameloft sold "400 times" as many games on iPhone as on the Android. Of course, if Google's platform develops a more significant install base, we're sure Gameloft will be happy to invest more and take everyone's money equally.
Gameloft pulling back on Android development
The unsinkable publisher Gameloft recently revealed that it is planning to "significantly cut" its development on Google's Android platform. Gameloft finance director Alexandre de Rochefort added that "many others" in the industry have scaled back Android development as well. The reason, according to Rochefort, is the organization -- or rather lack lack of organization -- of its application store, the Android Market. Rochefort stated that the Android Market "is not as neatly done" as Apple's App Store. Rochefort noted that Google hasn't really gotten many Android users to buy products, saying, "On Android nobody is making significant revenue."
To put things in perspective, Rochefort said that Gameloft has sold 400 times as many games on the iPhone as on the Android platform. Of course, it's worth noting that Apple's iPhone has a significantly larger market share than Android. According to a recent Gartner report released in August, the iPhone accounted for nearly 14 percent of the smartphone market, while Android phones accounted for less than 2 percent. With more and more carriers offering Android phones -- notably the recent release of the Droid on Verizon -- the Android market is likely to expand in the coming months. It will be interesting to see how the mobile market changes -- and whether Gameloft and others change their tune -- a year from now.
[Via Washington Post]
To put things in perspective, Rochefort said that Gameloft has sold 400 times as many games on the iPhone as on the Android platform. Of course, it's worth noting that Apple's iPhone has a significantly larger market share than Android. According to a recent Gartner report released in August, the iPhone accounted for nearly 14 percent of the smartphone market, while Android phones accounted for less than 2 percent. With more and more carriers offering Android phones -- notably the recent release of the Droid on Verizon -- the Android market is likely to expand in the coming months. It will be interesting to see how the mobile market changes -- and whether Gameloft and others change their tune -- a year from now.
[Via Washington Post]
OnLive 'works on cell phones too,' says Perlman
We've been pretty skeptical of OnLive's many futuristic promises. From streaming every game ever to anything with a decent internet connection, to being able to end world hunger (okay, we made up that second one), it's kind of an enormous leap to be taking from our current standards. In an effort to keep us on our toes, the company just this week announced that not only can the service stream games to households, but also to cell phones. "Today, at a Wedbush financial conference in New York I showed OnLive running simultaneously on two iPhones, a TV, and a computer," said CEO Steve Perlman.
"It's important to understand that a cell phone is a very different beast than TV, PC or Mac ... currently, games on OnLive are tuned for TVs and computers, so initially, it's the Community and Social elements of OnLive that we're most excited about on mobile devices." OTOY has already proven that mobile gaming of this level can exist, but we're still not convinced anyone wants to play the full console/PC version of games on their phone. Impressive? Sure. Functional? That has yet to be seen.
"It's important to understand that a cell phone is a very different beast than TV, PC or Mac ... currently, games on OnLive are tuned for TVs and computers, so initially, it's the Community and Social elements of OnLive that we're most excited about on mobile devices." OTOY has already proven that mobile gaming of this level can exist, but we're still not convinced anyone wants to play the full console/PC version of games on their phone. Impressive? Sure. Functional? That has yet to be seen.
iPhone Commodore 64 emulator back on the App Store
Having been rejected, accepted and subsequently removed, developer Manomio has finally gotten its iPhone Commodore 64 emulator back on Apple's App Store. The emulator had originally been rejected by Apple, thanks to its inclusion of a BASIC interpreter. Access to the interpreter was later removed, and the app was accepted, only to be later removed after some users figured out how to hack it and access the interpreter.
Now, with further revised code, the emulator has reappeared on the App Store. In addition to the revised code, Casualgaming.biz reports that the application has received a boost in performance as well as three new games, International Basketball, International Baseball, and International Tennis. These new titles join the other bundled games, Dragons Den, Le Mans, Arctic Shipwreck, Jack Attack and Jupiter Lander.
C64 ($4.99):
Now, with further revised code, the emulator has reappeared on the App Store. In addition to the revised code, Casualgaming.biz reports that the application has received a boost in performance as well as three new games, International Basketball, International Baseball, and International Tennis. These new titles join the other bundled games, Dragons Den, Le Mans, Arctic Shipwreck, Jack Attack and Jupiter Lander.
C64 ($4.99):
EA: Downloads offset sluggish retail sales
EA's John Riccitiello has a bit of advice for the anxious investors, analysts, and fanboys who eagerly await the monthly NPD numbers: "There's an entire other world of download, online, all the things that are going on that doesn't really show up in the surveys and I think that's the future." NPD figures only track retail sales, a market that has been challenged by the downturn in the global economy. Games like Madden 10 may sell fewer copies than previous versions, but that doesn't mean investors should jump ship.
"Online games that you download, games you would get by way of iPhone for example, that totally digital business is up so strong that it's actually offsetting the challenge we see at retail," Riccitiello tells FOX Business. Offerings like Madden 10 on iPhone, the upcoming Madden NFL Arcade, and Madden 10 DLC should go far in helping the company's bottom line. "The retail business is down," Riccitiello admits, but "the combination [of both retail and digital] is up."
Riccitiello's belief that digital is the future of the industry echoes earlier sentiments from EA Sports boss Peter Moore, who called the retail model "a burning platform." See Riccitiello's full interview with FOX after the break.
[Via Edge]
"Online games that you download, games you would get by way of iPhone for example, that totally digital business is up so strong that it's actually offsetting the challenge we see at retail," Riccitiello tells FOX Business. Offerings like Madden 10 on iPhone, the upcoming Madden NFL Arcade, and Madden 10 DLC should go far in helping the company's bottom line. "The retail business is down," Riccitiello admits, but "the combination [of both retail and digital] is up."
Riccitiello's belief that digital is the future of the industry echoes earlier sentiments from EA Sports boss Peter Moore, who called the retail model "a burning platform." See Riccitiello's full interview with FOX after the break.
[Via Edge]
Another developer reports insane iPhone piracy rates

Doom Classic soon to hurt us plenty on iPhone

Doom Classic should support wi-fi multiplayer upon its release, with Bluetooth to follow if it's not already implemented. At least, that's what Carmack said earlier this year.
Developer claims 80 percent piracy rate for latest iPhone release
Apple's iPhone/iPod Touch is a lot like Sony's PSP in many ways: they both play games, movies and music -- and now both can struggle with the effects of piracy. According to iPhone developer Smells Like Donkey, about 80 percent of all downloads of Tap-Fu were illegally downloaded.
The developer notes that learning how to pirate games off the iPhone is surprisingly easy, thanks to "a kernel patch that bypasses Apple's DRM system" that "would take an average person 5 minutes in Google to find." Additionally, the developer discovered that an average of zero percent of pirates end up purchasing a legitimate copy of Tap-Fu -- it seems marking the game down to $1.99 didn't discourage anyone from taking a free ride.
"It is kind of depressing," the developer admits. However, other iPhone developers are encouraged to take a proactive approach in lieu of Apple's slow response to the piracy situation. "Detecting a pirated app is quite simple to do," the developer notes. "Probably the first thing we'll try is popping up a message reminding people that they really should buy the game if they like it and conveniently provide links to do so." An alternate plan to generate revenue? DLC. "This forces the pirates to change their strategy significantly and it might be a while before it becomes feasible to attack this system."
[Via Develop]
The developer notes that learning how to pirate games off the iPhone is surprisingly easy, thanks to "a kernel patch that bypasses Apple's DRM system" that "would take an average person 5 minutes in Google to find." Additionally, the developer discovered that an average of zero percent of pirates end up purchasing a legitimate copy of Tap-Fu -- it seems marking the game down to $1.99 didn't discourage anyone from taking a free ride.
"It is kind of depressing," the developer admits. However, other iPhone developers are encouraged to take a proactive approach in lieu of Apple's slow response to the piracy situation. "Detecting a pirated app is quite simple to do," the developer notes. "Probably the first thing we'll try is popping up a message reminding people that they really should buy the game if they like it and conveniently provide links to do so." An alternate plan to generate revenue? DLC. "This forces the pirates to change their strategy significantly and it might be a while before it becomes feasible to attack this system."
[Via Develop]
Volkswagen abandons traditional marketing in favor of iPhone game for GTI launch

Real Racing GTI should be available for download right now, and thankfully, it's no Yaris. Instead of crafting an entirely original game, Volkswagen collaborated with developer Firemint to release a free "lite" version of its popular Real Racing game that exclusively features the new GTI car.
"Launching the all-new 2010 GTI via the Real Racing GTI App allows us to connect with this savvy GTI consumer within his or her everyday life in a way that no 30-second spot ever could," Tim Ellis, Volkswagen's VP of Marketing, said in an advance press release. While it's true a free game will give individuals lengthy exposure to the brand, we still have our doubts about its reach. Ellis assured us that Apple was an ideal partner to work with, and that while alternatives (like PlayStation and Xbox) were considered, an exclusive arrangement with Apple ensured that the app would be prominently promoted, not to be lost amongst the dozens of fart apps that litter the service. Volkswagen hopes that through word-of-mouth alone, Real Racing GTI will be able to garner at least two million downloads. Considering the comparatively low cost of this promotion, coming shy of that benchmark probably won't be too devastating.
You can check out a video of the original Real Racing after the break.
Gallery: Real Racing GTI
Pachter: Project Natal will cost $50, 'Sphere' no more than $100 [update]
Over at IndustryGamers, everyone's favorite video game predicterer (we're still working on that one) Michael Pachter has taken the reigns of the site and offers his own extensive diatribe on the future of Sony and Microsoft's upcoming new tech: Project Natal and the PlayStation Motion Controller (rumored to be called Sphere). Pachter's assertion is that price will be Natal's biggest selling point and Microsoft will try to expand upon its market of established Xbox 360 owners by offering the device for $50. For Sony's doodad, Pachter says the company is "trying to create an answer to the success of the Wii."
Pachter even likens the future state of a Natal-enabled Xbox 360 to the current state of the iPhone -- with features like Twitter, Netflix, Last.fm and Facebook inside Microsoft's box and its intuitive interface, he says casual or non-playing members of Xbox 360 households will become interested. And then when it's bundled with all new Xbox 360s, he says that'll expand Microsoft's reach even more.
For the motion-controlled competition, Pachter says he'd be surprised if Sony's asking price was over $100, and stresses that both Microsoft and Sony need to keep "the consumer's cost relatively low in order to achieve broad penetration."
[Update: Corrected Pachter's belief that the motion controller would be no more than $100. We sincerely apologize for the misinterpretation and the consequent misinformation.]
Pachter even likens the future state of a Natal-enabled Xbox 360 to the current state of the iPhone -- with features like Twitter, Netflix, Last.fm and Facebook inside Microsoft's box and its intuitive interface, he says casual or non-playing members of Xbox 360 households will become interested. And then when it's bundled with all new Xbox 360s, he says that'll expand Microsoft's reach even more.
For the motion-controlled competition, Pachter says he'd be surprised if Sony's asking price was over $100, and stresses that both Microsoft and Sony need to keep "the consumer's cost relatively low in order to achieve broad penetration."
[Update: Corrected Pachter's belief that the motion controller would be no more than $100. We sincerely apologize for the misinterpretation and the consequent misinformation.]
PSP minis developer surprised by cost of ESRB ratings [Update]
Here's one reason why PSP minis are more expensive than their iPhone counterparts: the ESRB. Sony doesn't enforce any control over the pricing of minis, but they do mandate getting approval from the ESRB ratings board. That, apparently, has been a significant hidden cost some developers didn't expect. "You have to invest some money into dev kits and into getting ratings for your game. The costs of ratings such us ESRB is significantly more then we had realized," Fieldrunners developer Sergei Gourski told Gamasutra. According to a posting at GameDev.net, the cost of getting an approval is $2,500. [Update: The ESRB responded to our story, correcting the price. "ESRB has a reduced fee of $800 for games that have development costs under $250,000, which would likely apply to virtually all PSP Minis."]
Content developed for the iPhone doesn't need to go through the ratings board, an oversight which, surprisingly, has yet to attract a media call-to-arms. Should the ESRB succeed in courting Apple as the defacto ratings system for the iPhone, the high cost of approval should curtail one of the largest problems facing the iPhone store today: having too much content, a sentiment shared by Minigore developer Kimmo Vihola. Vihola noted that "[Apple's] process is starting to crack from the seams," and pointed out that Sony's turnaround time on minis is much faster than Apple's store. Sony takes three to five days for approval, while Apple varies "from a couple of days to up to six weeks."
Content developed for the iPhone doesn't need to go through the ratings board, an oversight which, surprisingly, has yet to attract a media call-to-arms. Should the ESRB succeed in courting Apple as the defacto ratings system for the iPhone, the high cost of approval should curtail one of the largest problems facing the iPhone store today: having too much content, a sentiment shared by Minigore developer Kimmo Vihola. Vihola noted that "[Apple's] process is starting to crack from the seams," and pointed out that Sony's turnaround time on minis is much faster than Apple's store. Sony takes three to five days for approval, while Apple varies "from a couple of days to up to six weeks."
SCEA: Developers responsible for keeping PSP minis prices competitive

Even worse, many of these minis are priced higher than their iPhone counterparts. While Hero of Sparta costs $1.99 on iPhone, it costs $5.99 on PSP. Fieldrunners costs $2.99 on iPhone, but $6.99 on PSP. We chatted with SCEA's Eric Lempel to talk about the lack of apparent value in the minis program. He explained that Sony has no hand in determining the prices of minis. "As far as pricing goes, the publisher of the title sets the pricing," he explained. When quizzed if publishers were allowed to create a $1.99 game on PSP, he told us: "Yes, absolutely."
Lempel agrees that publishers must seriously think about the kind of prices they're setting on the Store, to ensure their content offers the same value as other PSP titles. "I think they have to carefully look at that, carefully price their content. Minis was intended to be something a little different and we wanted to see a lot of different types of content through minis. If it's not priced correctly, consumers may be turned off at the proposition and say 'I'd rather just go for this kind of stuff instead of minis.'"
Dreamcast controller turned into decoration for iPhone dock

We're pretty sure you can try this one at home, if you've got a (preferably broken) Dreamcast controller: just pull out the D-pad and the cord, and thread your iPhone connector through. Just like that, you've got a telephone sticking out of the left side of your controller! It's certain to be a conversation piece, inspiring questions from your friends like "Why did you do that?" and "How are we going to play Power Stone now?"
[Via Engadget]






















