Dirk the Daring to the rescue once again!
Equipped with a great video player and easy touch controls, the iPhone is fast becoming a spot for Laser Disc arcade games of yore to get a second life on the go. First came Space Ace early this year, but for a roll of quarters, iPhone and iPod Touch users can now reach back into their bowling alley/arcade memories and get Dragon's Lair, which was released this week, on the App Store, too. It's a perfect adaptation of the Don Bluth-animated game that I remember all too well from many, many weekends at Chuck E Cheese.
For those who haven't played, Dragon's Lair amounts to a medieval-themed rescue-the-princess romp through the many rooms of a castle filled with, upon reflection decades later, some pretty strange stuff: robotic horses, taunting lizard-men, and giant rolling balls. All of it is portrayed in film-quality animation, making it visually timeless.
Some of the game, however, is a little more dated.
Movement is controlled, like Space Ace, with an onscreen d-pad that lights up with the direction you need to choose before triggering a death sequence. There's also a sword button for fight instances; while the gameplay is basically a reflex-tester, it's the precursor to instant button-pressing fight moments that made a big comeback in PS2 games like God of War.
The animation and audio are as crisp as they could be on the small screen (and considering the original game wasn't in HD, that's more than OK), and it even comes with the iconic trailer that played on endless loop in arcades, inviting you to be Dirk the Daring and rescue Princess Daphne. Produced by EA and Digital Leisure, it costs $4.99--not cheap by any means, but a better bargain than some of the ill-advised Dragon's Lair game adaptations over the years.
Space Ace...Cobra Command...Dragon's Lair. What's next, Mad Dog McCree? Well, yes; according to the "upcoming games" tab, Digital Leisure says that's coming in early 2010.
Would you like to let AT&T know when your iPhone has dropped a call? Well, now there is an app for that.
AT&T on Monday released a new application called "Mark the Spot," which lets iPhone users submit complaints about dropped calls, poor service coverage, and less-than-perfect voice quality.
The application is free and available in the iTunes App Store. It uses GPS technology in the iPhone 3G and the iPhone 3GS to pin point where the user is when experiencing the problems. For first generation iPhones, it uses cell tower-triangulation to get a fix on problem areas.
Once the application is launched, users have several complaint options. They will see a screen that has buttons that let them report a dropped call, poor voice quality, or poor service coverage.
AT&T spokesman Mark Siegel said AT&T plans to use the data collected to identify trends and prioritize the company's network investments.
"We think this is a great way to get customer feedback to improve our network," Siegel said. "We are always looking for ways to make it easy for customers to share their experiences. And this app lets customers report issues. It logs the time and location and automatically forwards the information to our network planning team."
iPhone owners have been complaining about AT&T's network since the Apple iPhone went on sale in the summer of 2007. Complaints mounted after the 3G version of the phone was released a year later in 2008. And as more iPhone users come onto the network, more people, particularly in densely populated urban areas, such as New York City and San Francisco, have experienced problems with dropped calls and congested data networks.
AT&T executives have not admitted that AT&T has a problem with its network. But executives, such as AT&T Chief Technology Officer John Donovan, have said that the company has seen a surge in data traffic attributed to iPhone users, who typically consume more wireless bandwidth than other AT&T wireless customers.
AT&T has been upgrading its network to keep up with demand. But problems persist. And AT&T's network recently got a poor ranking in terms of customer satisfaction in a Consumer Reports survey.
Verizon Wireless, AT&T's chief rival, has taken advantage of AT&T's struggles with a series of advertisements that point out AT&T's lack of 3G network coverage in certain parts of the country. Verizon is running advertisements that mock the Apple "There's an app for that," catch phrase with one that says, "There's a map for that."
AT&T fired back with a lawsuit and an advertisements of its own featuring actor Luke Wilson, who points out AT&T's strengths while taking a few shots at Verizon Wireless.
AT&T recently dropped its lawsuit against Verizon. And Verizon, which had been suing AT&T over claims that it has the fastest 3G wireless network, also dropped its lawsuit against AT&T.
Siegel said that the new "Mark the Spot" application was not prompted by the bad publicity around its network issues nor was it prompted by the current ad wars going on between AT&T and Verizon. Instead, he said that the application was simply a part of AT&T's ongoing commitment to listening to customers.
"We are always looking at ways to get customer feedback in as timely a manner as possible," he said. "That's why we pay attention to Twitter, Facebook and blog. One of the great values of these social networking tools is that it's a great way to get instant feedback. And it helps us identify problems."
The "Mark the Spot" application can be downloaded onto all iPhones running version 3.0 or later of Apple's operating system or it can be access using iTunes and synchronized to the iPhone via a PC or Mac.
Siegel said that AT&T is testing the "Mark the Spot" app for other devices. And he said AT&T hopes to offer applications on other smartphones in the future. No date has been announced yet. And Siegel didn't specify which devices might get the new application, but considering that AT&T sells a lot of Research in Motion's BlackBerry devices, it's likely it will create an application for that device. The app could be offered through AT&T's own application storefront or through RIM's BlackBerry App World.
Update: Shortly after this post went up, the app was removed by the developer.
(Credit:
Apple)
File it in the "get this while you can" category. Last week Apple approved a 99-cent application called iRwego that features both the sounds and artwork of the Super Mario series from Nintendo. And yes, it's still up--though probably not for long. Update: the app has since been taken down by the developer.
The app, not blessed by Nintendo, plays more than a minute of music from the Super Mario game while using the iPhone/iPod's accelerometer to take into account any physical movement by the user. In turn, it plays back the same jump sound effect found in Nintendo's Mario games. The idea is to run the app, then stick it in your pocket and pretend to be everyone's favorite plumber.
Along with its accelerometer-powered sound effects, the app also acts as a soundboard, playing familiar sounds like the "worp worp worp" of the green warp pipes, jumping on enemies heads, and hitting the familiar orange question mark power-up boxes. There are also two Mario quotes: "Here we go!" and "Oki doki!" which can be played just by tapping the white, on-screen speech bubbles.
In the app's description, developer Jerome Alves says there's an updated version awaiting approval from Apple that adds extra music as well as vibration for sound effects like breaking bricks. That is, if it doesn't end up in the App Store's blacklist first.
Apple did not immediately respond to a request for comment from CNET. But based on recent IP squabbles over games like Stoneloops of Jurassica, expect action to be swift if Nintendo gets involved. If it does, there are a slew of other Mario-specific apps on the App Store, but most are simply game guides. Though others like Ricky, iMarioSounds and iMario could draw Nintendo's ire, since they don similar use of the company's sound and visual assets.
Here's a demo of what it looks like:
(via the Touch Arcade forums)
I love tools that are all about providing people with information they want, and on Tuesday, the video game industry's official ratings board got my attention with something awfully useful.
The Entertainment Software Ratings Board (ESRB) announced on Tuesday its new iPhone app, which is designed to put the board's full written summaries of more than 2,500 video games right at parents' fingertips.
A new iPhone app from the Entertainment Software Ratings Board allows parents to see the full ratings summaries of more than 1,500 video games.
(Credit: Daniel Terdiman/CNET)The idea is that with the app--officially called ESRB Rating, and available now, for free, in Apple's App Store--parents can punch in the name of any game rated by the board after July 1, 2008, and see not just the official rating--such as "M" for those 17 and up, or "E" for everyone--but the ESRB's full written summary of the title. The ESRB began writing the full summaries on July 1, 2008. Users of the app can also search for information about titles from before that date, but they will see only the basic letter rating and a brief content description.
Just over a year ago, the ESRB began making those summaries available to the public through its Web site, and through a mobile site (m.esrb.org). But the Web site isn't convenient to a parent who is actually out shopping for junior, and the mobile site is not something that many people who have standard cell phones will use, especially if they have to pay extra for data. An iPhone app is just so much easier.
Brilliant on-the-fly tools
Add this app, then, to the growing list of tools available for the iPhone and other smartphones that give consumers the ability to arm themselves with the most information about products and pricing while they actually have boots in the Best Buy, so to speak. Others include the brilliant SnapTell, which delivers comparative pricing information about books, DVDs, video games, and other items from sites like Amazon, Barnes & Noble, Gamespot, and others based solely on a photograph, and RedLaser, which scans items' bar codes and delivers similar pricing information.
But what makes the ESRB app so terrific, it seems to me, is that it provides parents with exactly the kind of nuanced information they need to properly choose the kinds of games they want to buy for their kids. Sure, the basic letter rating gives some context--if you're concerned about violence or racy content, you probably want to stay away from "M"-rated games--but within a single rating category, there is still a wide spectrum of content.
For example, the hottest game in the world right now is Activision's Call of Duty: Modern Warfare 2. The game has an "M" rating, but that just doesn't say all that much. Reading the summary, though, a parent can see much more: "Realistic gunfire, explosions, and cries of pain are heard during the frequent and fast-paced combat. The most intense depiction of violence occurs during a 'No Russian' mission where players take on the role of an undercover Ranger: Several civilians are gunned down at an airport as players are given a choice to participate in the killings (e.g., players can shoot a wounded civilian that is crawling on the ground), or walk by and observe without opening fire."
The app arms parents with the information to make informed buying decisions.
(Credit: Daniel Terdiman/CNET)That's a little more informative than "M," isn't it.
To be sure, kids are going to be able to get the games they want regardless of what their parents buy them. But given that games can cost $60 apiece--at least for the AAA console games--it may be that they don't quite have the means to sneak off with each and every first-person shooter they desire. They may still be dependent on Santa Claus, aka their parents, to get them the bulk of their games.
And, of course, those buyers who don't have an iPhone still will have to struggle to access these summaries, and it's unlikely that retailers will be providing them in any useful form.
But all in all, I find this precisely the kind of thing that puts the power over decisions about which video games to buy right back where it belongs: in parents' hands. We are in an age where so many pundits, politicians, and others are moaning and whining about the breakdown of society, and parents are complaining about the corruption of their children.
Well, complain no more: If you've got an iPhone--and I certainly hope the ESRB puts this app out for Android and other smartphones soon--you can do the research yourself. And then if you're still unhappy about the content in the games you buy your kids, you have no one to blame but yourself.
Corrected at 12:50 p.m. PST: This story incorrectly reported how many games rated by the ESRB would have summaries available through the iPhone app. It is more than 1,500.
(Credit:
Scott Stein/CNET)
My Thanksgiving was spent in the New York City area, since my family all live on Long Island. But, since I live in the city in an area that's not conducive to owning or parking a car, I'm a renter when it comes to trips. As a result, services like Zipcar and other rental agencies are of great importance to me, as is the quality of their services as opposed to their apps.
When it comes to Thanksgiving car rentals, the city's supply dries up incredibly quickly--weeks in advance, if my attempts were indicative. In particular, Zipcar--the service that's high-tech enough to have an app that unlocks your car for you and offers a mobile rental portal for phones--showed me a map full of unavailability. My car savior came from another service, Connect by Hertz, that happened to have plenty of cars available. And, by coincidence, there's no app. I'm also an iPhone user, and I've become dependent on my apps. But this weekend, I learned a bit of a lesson about phone dependence: sometimes, perhaps, it's better not to have an app for everything.
A me-too competitor to Zipcar, Connect by Hertz is another car-sharing service that has prices and vehicles similar to Zipcar's, as well as a system that uses your membership card as the access key. Connect by Hertz requires a yearly membership equivalent to Zipcar's and works off the same car-sharing model, using your membership card as the car key and offering free gas fill-ups.
It's far from ideal to be subscribed to multiple services, as I am. But the difference is availability: a day before Thanksgiving, Hertz had cars in the city ready to go, many of them, on its Web site. I'm inclined to shift over to Hertz simply to not be stuck on major holidays.
Now, the question is: does not having apps or mobile portals make services like Connect by Hertz more off-the-beaten-path, and thus paradoxically easier to reserve with? Does not having an app make you the equivalent of that below-the-radar cafe that's somehow avoided crowds despite serving delicious food? And am I, by posting news of this, possibly doing the very thing I'm trying to avoid in the first place, blowing this secret up?
Of course, there's always lesson No. 2: don't drive anywhere for Thanksgiving.
The App Store has been a huge success for Apple and for some developers, but there have been a few hiccups along the way. Apps have made it past Apple's rigorous reviews machine only to be pulled down permanently, or have their developers required to remove key features.
Those who still have some of these apps can consider them collector's items, since they continue to work, despite not being able to be re-downloaded from the App Store. We've rounded up 10 of the most notable pulls (along with one that had to be tweaked for less functionality). Click the slideshow link below to get started.
Any we missed? Leave them in the comments.
Apple's App Store has been a runaway success, but it's also been mired in controversy due to the application approval process. The company, however, isn't making apologies for its stringent gatekeeping and insists it's acting in the best interest of its customers.
(Credit:
Apple)
"We've built a store for the most part that people can trust," Phil Schiller, Apple senior vice president of worldwide product marketing, told BusinessWeek in an interview posted Monday. "You and your family and friends can download applications from the store, and for the most part they do what you'd expect, and they get onto your phone, and you get billed appropriately, and it all just works."
Schiller offered BusinessWeek a breakdown of app rejections. Of the applications sent back to developers, about 90 percent are due to technical issues and simply need code tweaks to make the apps work properly.
About 10 percent are rejected because they try to steal personal data or try to help someone break the law or because they contain content that Apple considers inappropriate, BusinessWeek reported.
About 1 percent are turned away for reasons that fall into gray areas, Schiller told BusinessWeek.
One of Apple's latest run-ins with a developer was over the use of Apple product images in Rogue Amoeba's audio-streaming app called Airfoil Speakers Touch. After three-and-a-half months of back and forth over an update for the already-live app, Apple is apparently going to let the company resubmit the app update with the product images intact as originally submitted. However, the ordeal has apparently soured Rogue Amoeba on future development for the App Store.
"At this time, we have no plans to return to the platform," Rogue Amoeba CEO Paul Kafasis told CNET on Monday. "Apple has corrected one small problem with their review process. But the platform as a whole still has many issues that need to be addressed before we consider it a viable place for our business to commit resources."
The App Store currently has more than 100,000 third-party applications available for download. Apple has reported more than 2 billion downloads since the online store opened in July 2008.
Apple's iPhone platform has attracted a wide range of developers, including many gaming companies over the last year. While competition in attracting developers is increasing among mobile operating system companies, it seems the performance of the App Store will keep Apple at the top of list.
French mobile gaming company Gameloft said at an investor conference on Friday that it is cutting back its investment in Android in favor of the iPhone, according to a Reuters report. Gameloft's finance director Alexandre de Rochefort said "many others" were doing the same thing, although he didn't mention the other companies by name.
Rochefort said the main reason for choosing the iPhone over Android was "due to weaknesses of Android's application store."
"It is not as neatly done as on the iPhone. Google has not been very good to entice customers to actually buy products. On Android nobody is making significant revenue," said Rochefort.
Gameloft has more than 75 games available in the App Store and Rochefort said they sell 400 times more games for the iPhone than they do for Android.
Games are a big focus for Apple, especially with the release of its newest iPod Touch in September. It was there that Apple began comparing itself to the gaming elite like Nintendo and Sony.
Phil Schiller, Apple's senior vice president of Worldwide Product Marketing, said during the event that the buying experience was "too expensive" and "not a lot of fun." Schiller also pointed out that, at the time, there were more than 21,000 gaming titles on the iPhone, compared to 3,600 on Nintendo, and 600 on Sony.
Earlier this month, Apple said it had more than 100,000 apps available with over two billion downloads.
Gizmodo reported early this week that Apple may be using software to perform additional automated checks on all new App Store submissions during the app review process.
Google Mobile lets you search the Web using your voice in a way that is technically off-limits to iPhone developers, according to a report.
(Credit: Apple (App Store))A series of tweets on Twitter from John Gruber of Daring Fireball and Craig Hockenberry of Iconfactory claimed that Apple is using an automated software tool that checks for private API calls in all new App Store submissions.
Hockenberry stated, "It wouldn't surprise me if the [App Store] review process now includes a step where they pass your binary through something that checks framework use."
Gruber responded saying, "Yup: Apple recently started running apps through a static analysis tool to look for private API calls."
Later, Gruber followed up with "I honestly don't know exactly what it flags. I have reason to believe that it is a serious tool, not simplistic."
The use of private APIs have always been prohibited by the iPhone SDK Developer Agreement because APIs may change or give third-party developers access to features that Apple does not want made publicly available. If this system exists, Apple might have found a way to quickly identify apps that use private APIs and reject them.
This also means that Apple may have the ability to check existing apps in the App Store that are known violators of Apple's policies such as Google Mobile for iPhone.
Apple's App Store boasts more than 100,000 apps and more than 2 billion downloads, but not all of its developers are as happy as some would think. One well-respected developer decided to call it quits.
Citing his frustration with the App Store approval process, Rogue Amoeba's Paul Kafasis said on his company's blog last week that he is throwing in the towel on iPhone app development after an exasperating three-and-a-half month app approval.
(Credit:
Rogue Amoeba)
"Rogue Amoeba no longer has any plans for additional iPhone applications, and updates to our existing iPhone applications will likely be rare," said Kafasis. "The iPhone platform had great promise, but that promise is not enough, so we're focusing on the Mac."
Kafasis' growing irritation with the App Store centers around an update he wanted to release for his Airfoil Speakers Touch iPhone app. The app allows users to receive audio from any Mac or Windows-based PC and the update fixed some issues with audio sync.
However, Apple rejected the update because it used images of Apple products in the app. The way Airfoil Speakers Touch works is that it shows you graphically what machine and application your audio is coming from on the host computer. If you are connected to an iMac running Safari, that's what will show up in the iPhone app.
This isn't something that Kafasis hacked together--this functionality is freely available as part of Mac OS X for developers to use. In fact, Airfoil Speakers Touch 1.0 was still in the App Store, approved by Apple, with these images.
"The only thing Apple's process was doing was preventing a needed bug-fix from reaching the hands of our mutual customers," said Kafasis.
(Credit:
Rogue Amoeba)
In order to get the fixes to customers, Kafasis took out all of the offending images and replaced them with the Electronic Frontier Foundation (EFF) logo. If you tap on the logo, you will be taken to a page explaining why the images have been removed.
Kafasis is asking users to consider donating to the EFF. While the organization isn't involved with his decision to place its logo in his app, "if Apple is to change, it may take such an organization to make it happen," he said.
As a developer, Kafasis also wants users to know the frustrations they have to go through to put out software. "We wanted to ship a simple bug fix, and it took almost four months of slow replies, delays, and dithering by Apple," said Kafasis. "All the while, our buggy, and supposedly infringing version, was still available. There's no other word for that but 'broken.'"
This isn't the end of the road for Kafasis. A Mac developer for 11 years, he will re-focus his efforts back to his many popular Mac applications and continue developing for that platform.










