Friday, July 30, 2010

iOS 4.1 Beta 2 May Hold The Answer To iPhone 4 Proximity Sensor Issues

I've made several phone calls since restoring my iPhone 4 with iOS 4.1 Beta 2, but I didn't manage to accidentally hang up on anyone. It feels like any of the proximity sensor troubles I've struggled with are finally gone.

Not every iPhone 4 seemed to have a quirky proximity sensor, but mine certainly did. I can't even count the number of times I've had to awkwardly explain that I hung up on someone because my ear or cheek touched my iPhone's screen at the wrong moment.

During a special iPhone 4 press conference a while back, Steve Jobs promised that these particular issues were not hardware-based and that a software update would fix them. From what I've observed so far, iOS 4.1 Beta 2 contains that mystery update. Either that or I've become particularly lucky all of the sudden.

Hopefully a public release of the iOS 4.1 firmware will solve the mystery—and the troubles.

AirportRemote Monitor App Turns Your iPhone Into A Flight Board

ou know those flight information display boards at airports that show travelers what gate to go to, what time their flight is, and all that? AirportRemote Monitor makes your iPhone do the same thing.

It's a simple idea, to translate all that flight information to the iPhone but it's kind of information overload. When I'm flying, I only care about my flight info and my flight info only. I don't need to bother with the entire airport's. The app isn't the prettiest (not that all those flight boards are), the deep blue blackground makes it look like something out of 1998.

But I do enjoy the idea behind it! I've stood in front of those flight boards many a times in my traveling life. The app also gives some crucial features like e-mailing your flight information to friends, finding out what baggage claim your luggage is at, and the weather at your destination. It's available for iPhone and coming to Android next week. $3.99

Thursday, July 29, 2010

Nintendo 3DS Roundup

You can forgive Nintendo for leaving 3D alone for more than a decade after the brain- and eye-breaking abomination that was the Virtual Boy. This time, they really have got it right. The 3DS needs to be played to be believed, and a post-E3 showcase this afternoon gave us the chance to have some hands-on time with the handheld's first playable demos.

For more on the handheld, check out our first ever Nintendo 3DS hands-on at E3, Digital Foundry's dissection of the hardware and Eurogamer TV's hands-on video.

Nintendogs and Cats

The addition of cats to Nintendo's wildly successful virtual pet simulator theoretically redeems it from being nothing more than a re-release, but sadly we're not allowed to play with kitties yet - only a beagle, a golden Lab and a terrier, gambolling around in a typically sparse Nintendo virtual living room.

I wonder, fleetingly, what on earth happened to my old Nintendog, Steven the black Labrador, in the several years since I last switched on his cartridge. Does he still sit in that virtual living room, flea-ridden, awaiting my return, or has he finally given up on me and run away? Thankfully the 3D effect in this update is breathtaking enough to distract my conscience.

Eurogamer TV gets its hands on the 3DS.View this video in HD

The Nintendogs themselves always were profoundly adorable, but 3D multiplies the cute factor. Using a flat touch-screen to pet a 3D virtual animal feels strange at first, but you soon get used to it, and seeing a ball apparently disappear into the distance when you chuck it into the screen can't help but amaze. The doggies scamper in and out of the screen without screwing with your depth perception at all. When they're stood up on their hind legs with their paws up against the screen, the instinctive temptation is to reach out and try to touch their paws.

The 3D effect isn't the only addition. The camera allows for facial recognition, meaning that your puppy now recognises when you're holding the 3DS up to your face and leaps up for some enthusiastic licking. This didn't exactly delight me - I'm a cat person - but it reduced two grown men standing behind me to girlish giggling. It will be interesting to see how far the facial recognition goes: will Nintencats and dogs recognise their owners, or be able to tell the difference between new playmates and old ones?

Pilotwings

At first it's difficult to decide which fact is most incredible: the eventual appearance of a brand-new Pilotwings years after most fans had given up the ghost, or the fact that it's magically in 3D in your hands. It feels made for this technology. A flying game is in many ways the ideal showcase for the 3DS - hillsides and buildings come gradually towards you and banking narrowly around corners feels absolutely instinctive when canyon walls come rearing out of the screen. The demo consists of two levels - a ring challenge in a biplane, and a jetpack challenge where the goal is to burst as many floating balloons as possible with your fast-zooming little form.

The demo appears to be set on the Wii Sports Resort Island. I spotted the swordfighting dais, the baseball stadium and a few other prominent landmarks from my hours spent doodling around in free flight mode in Island Flyover, wishing for a new Pilotwings. Gently guiding the biplane through hoops in Ring Challenge feels almost as natural with the sensitive, lovely-to-use 3DS analogue stick as it does with the MotionPlus. The quality of the hardware here is beyond question. The responsive stick is so far removed from the PSP's fiddly nub that it beggars belief.

The rocket challenge features a very Mii-like jetpack wearer, which raises the possibility that Miis might go cross-platform. It's simple to control - you press A to fire up the rockets and use the analogue stick to adjust the direction of the jets. The little pilot goes zooming and bouncing around the island at surprising speed, but the 3D effect and depth of field has no trouble adjusting. I found it worked a little better with the 3D effect turned down slightly with the slider on the side of the screen - otherwise my eyes would occasionally try to focus on my plane and the background at the same time and send me crashing into the side of a building.

Hollywood 61

As a Ubisoft-developed title, Hollywood 61 is the only non-Nintendo game playable at the showcase, and unfortunately the difference is immediately apparent. The 3D isn't well-suited to the hand-drawn graphical style and all the characters and objects on-screen look like poorly stacked cardboard cut-outs. Turning the 3D effect down confuses the image, too. The cut-out effect might be intentional, though, and it's very much a work in progress, so there's no need to rush into the comments thread and proclaim that third-party developers can't make games for the 3DS just yet.

It's a puzzle-based murder mystery game, clearly aimed at the bewilderingly enormous Professor Layton-devoted portion of the DS-owning casual crowd. The demo opens with a car journey towards an old theatre, during which a comically animated cardboard man gives us a little badly lip-synched background information about the murderer on the loose, who has a dangerous obsession with the as-yet-unnamed protagonist.

The 3D makes parking up outside the theatre and getting out of the car far more visually interesting than it should be, and a lot more interesting than the first challenge, which is a light puzzle designed to turn on the floodlights in the theatre. I've mentioned before on Eurogamer that I have absolutely no capacity whatsoever for light puzzles. My brain just cannot understand how they work. Once the floodlight is eventually awakened through sheer trial and error, it reveals a body hanging above the stage with a written note inviting me to pan the camera around to find the hidden message. Panning all the way to the left and right of the stage reveals the words "YOU'RE NEXT!" daubed on the stage curtain in white paint, before the demo ended. To be honest I'm not enormously scared yet, Ubisoft, but the finished game does have the potential to be interesting.

Halo: Reach Xbox 360 bundle announced

UPDATE: Microsoft's just sent word that the bundle is indeed a GAME and Gamestation exclusive. It'll cost £249.99, and will be available from all GAME stores on 14th September.

The Halo: Reach Limited Edition Wireless Controller and the Halo: Reach Limited Edition Wireless Headset will be available in the UK on 3rd September. So a little bit later than in the US. The controller will cost £39.99 and the headset will cost £34.99. Both accessories are being produced in limited quantities and are available for pre-order at participating retailers.

ORIGINAL STORY: Microsoft has announced a limited edition Halo: Reach Xbox 360 250GB bundle.

It'll be out on 14th September (the same day as the game) and will set you back $399. No European release or pricing information has been announced, but Eurogamer's heard it'll be a GAME exclusive.

So, what do you get for your cash? The 250GB model comes with a Halo series themed casing designed by Bungie. You'll also get two silver wireless controllers with artwork inspired by the game.

Also in the box is a Halo: Reach themed headset, a standard edition copy of Halo: Reach, a limited edition Elite Armour set token, and an episode of Halo: Legends.

And get this: As an added touch, the specially designed console "not only captures the look and feel of the game, but also features custom sound effects from the Halo universe".

Microsoft means it when it says limited edition. The bundle is available in limited quantities and only while supplies last, "so fans who want to own a piece of the Halo mythology are encouraged to pre-order quickly", the official blurb insists. But then it would say that, wouldn't it?

If you don't fancy re-mortgaging your house just so you can wrap your grubby mitts around the sci-fi cool controllers and headset, fear not. Both will be sold separately.

The Limited Edition Wireless Controller will be $60, and will come with a Covenant Banshee Avatar token for Xbox Live. The Limited Edition Wireless Headset will cost $50. Both accessories will be made available by late August. Again, no European pricing has been announced.

Wednesday, July 28, 2010

MS shifts 10.3m Xbox 360s in FY2010

Microsoft shipped 10.3 million Xbox 360 consoles during its fiscal year 2010, compared with 11.2 million Xbox 360 consoles during fiscal year 2009.

The total number of Xbox 360 consoles shipped is now 41.7 million.

The Xbox 360 platform, which includes the console itself, 360 games, Xbox Live and Xbox 360 accessories, as well as Zune, PC games, and online games and services, all form part of what's called the Entertainment and Devices Division of Microsoft, or EDD.

In total, EDD generated just over $8 billion in FY2010, which is almost exactly what it generated in 2009.

Profits wise, though, the division saw a huge year-over-year improvement, from $108 million to $679 million.

But money made from Xbox 360 and PC games decreased in 2010. Revenues from the Xbox 360 platform and PC game sales were "flat", Microsoft said last night during its financial call.

Xbox 360 platform and PC game revenue decreased $12 million, in fact. Microsoft blamed it on a reduction in Xbox 360 consoles sold and revenue per console. The figure was offset, however, by increased Xbox Live revenue.

Microsoft will be hoping, then, that the recently announced Xbox 360 250GB and 4GB models will pick things up. And then there's always motion sensing add-on Kinect, due out in November.

In the fourth quarter Xbox 360 platform and PC game revenue increased $228 million or 30 per cent, "primarily reflecting increased Xbox 360 consoles sold and increased Xbox Live revenue, partially offset by decreased revenue per console," Microsoft said.

It shipped 1.5 million Xbox 360 consoles during the fourth quarter, compared with 1.2 million during the same period last year. Xbox 360 console units were up 26 per cent and "growing faster than the overall market".

Xbox Live continues to be a tremendous asset, Microsoft said, with over 25 million members. Interestingly, annual Xbox Live digital marketplace revenue exceeded subscription revenue.

EDD revenue for the fourth quarter included a favourable foreign currency exchange impact of $52 million. Lucky Microsoft.

It's not all clinking champagne glasses, however. In the fourth quarter EDD operating loss increased 22 per cent year-over-year to $172 million. Sales, however, jumped 27 per cent to $1.6 billion. Charges resulting from the discontinuation of the KIN phone hit hard – cost of revenue increased $251 million, or 38 per cent. Royalty costs resulting from increased Xbox Live digital marketplace third-party content sales didn't help either. Neither did sales and marketing expenses, which increased $73 million, or 29 per cent. Cirque du Soleil, anyone?

Research and development expenses increased $48 million, or 10 per cent, "primarily reflecting increased third-party development and programming costs and increased headcount-related expenses". Looking ahead, Microsoft said it expects EDD revenue growth in the "mid teens".

EA's John Schappert loves the 3DS

EA's second in command John Schappert loves Nintendo's 3DS.

He described Sony's PSP business as "challenged", and said stories about rival publisher Activision "haven't been very positive". Zing.

"The 3DS is just incredibly cool. The 3DS is magical. You put that in your hand, you look down, and all of a sudden it's in 3D without glasses. That's an amazing experience. I'm a huge fan," Schappert told IndustryGamers.

"I think that device is going to sell like hot cakes. I think it's going to do incredibly well, and in typical Nintendo fashion they have re-energized the industry, yet again. I give them nothing but credit and we are excited to be supporting that platform with Madden, FIFA, and The Sims that we announced."

Schappert said that Sony's PSP business "has been challenged" for a while now.

"I hope they're able to breathe new life into [the PSP] because it's been a very nice platform to date, but it has been soft of late… I'd like to see Sony do well… It feels like yesterday when the PSP was on allocation because of Monster Hunter, wasn't it? So, you know, give them credit. The boys are smart... they'll do ok."

Now, it's time for Activision, which has been in the news for interesting reasons lately.

"... Stories of late [regarding Activision] haven't been very positive. And we couldn't be happier to have Jason [West] and Vince [Zampella] as part of our EA Partners program, or Ted Price of Insomniac.

"I would say we're two very, very different companies. What we try to be is a company that embodies creative development, that fosters the development of games, that treats talent as well as you possibly can, because at the end of the day, that's what our industry is and that's what our company is.

"Without great people we can't have great games, and without great games we don't have much of a company and so it's all about taking care of the people that make the products and treating them as the most precious resource because they truly are. So that's really our philosophy."

Zing. Also, Sledgehammer Games boss Glenn Schofield says hi.

Tuesday, July 27, 2010

Supercard DSONE SDHC For Nintendo DS / DS Lite + 2GB Micro SD Card

The SuperCard DSONE is the new version of the Team DSONE Supercard compatible with the DS. It now comes with its own program that connects to the USB port of a PC. This accessory allows you to reprogram the flash card in case of firmware update without requiring a console.

Features:

  • Support for RESET cheats and codes

  • Works on DS and DS LITE

  • 100% compatibility with frequent update

  • Plug 'n' Play

  • Uses microSD card, FAT16 and FAT32

  • Support SDHC TF card high capacity

  • Backup Hardware and support of many backup

  • Support for Real-Time Game Save (backup in progress)

  • Supports MP3, Video, text files and images via Moonshell integrated!


What's included?

  • 1 x Supercard DSONE Card (Slot-1)

  • 1 x USB micro SD memory card readers/writers

  • 1 x 2GB Micro SD TransFlash Memory Card


where to buy:

Supercard DSONE SDHC For Nintendo DS / DS Lite + 2GB Micro SD Card

Entire PS3 Sly Collection will have 3D

3D support has been extended to the entire Blu-ray Sly Collection, not just Sly 3, Sony's Jefferson Dong has revealed.

What's more, developer Sanzaru Games has added PlayStation Move mini-games to each title. We'll hear more about those "soon", said Dong on the US PlayStation blog.

Included in the Sly Collection are Blu-ray remasters of Sly Cooper and Thievius Raccoonus, Sly 2: Band of Thieves and Sly 3: Honor Among Thieves. Each of those originally PS2 games now has HD graphics and Trophies.

In the US, the Sly Collection will cost $39.99.

Sony has tried this Blu-ray remastering malarkey before, most recently on PS2 games God of War I and God of War II. The result, thankfully, was excellent, as Kristan Reed found out for Eurogamer.

Monday, July 26, 2010

Plants Vs. Zombies Shambles To Xbox 360 This Fall

If Plants Vs. Zombies has Xbox Live Achievements, surely there must be a video game to go along with it, right? Yes, of course. PopCap's gardening of the dead smash hit will become an Xbox Live Arcade game in September.

The maker of Peggle and Bejeweled made it official today, revealing an XBLA version of the real-time strategy game that has already hit the PC, Mac, iPhone and iPad. Plants Vs. Zombies for Xbox Live Arcade should arrive in the fall, bringing with it seven game modes, two all-new multiplayer modes (co-op and versus), 12 unique achievements and 21 mini-games.

PopCap also promises:

  • A goofy new way to track and share progress online, where players create their own custom house and cruise down the street to see their friends' cribs!

  • The highest resolution of any Plants vs. Zombies adaptation to date at 1920 x 1080


The XBLA version will cost 1200 Microsoft Points or $15 in real world bucks.

Later this year, PopCap will also a retail version of Plants vs. Zombies, including Zuma and Peggle for the Xbox 360, along with a new "Game of The Year" edition of the PC/Mac original, a limited number of which will include a zombie figurine.

Microsoft Prices Kinect, Xbox 360 Motion Games

Microsoft's Kinect add-on for the Xbox 360 will be $150 and come with a copy of Kinect Adventures when the motion controller hits stores in November, the company said today. Kinect games will sell for $50 each.

Microsoft's news today confirms rumor about the price of the add-on that have been making the rounds since the date for Kinect was unveiled at E3 last month.

The Kinect kit will come with both the proprietary cable that works with Microsoft's latest Xbox 360 and a USB cable and power cord that will work with the original Xbox 360s.

Microsoft will also be selling a new bundle that includes the redesigned Xbox 360 with 4GB of internal flash memory and the Kinect kit for $300 starting on Nov. 4. News of the bundle first broke on Kotaku last month.

In the United Kingdom, Microsoft's Kinect with Kinect Adventures will retail for £129.99. The console bundle will sell for £249.99, with MIcrosoft Kinect games retailing at £39.99.

Microsoft's product manager Aaron Greenberg says that Microsoft expects that Kinect will be a "huge driver of console sales."

"I think Kinect absolutely presents a unique opportunity to reach a much broader audience then we've spoken to before," Greenberg said.

The Kinect Adventures game includes more than 20 different game modes and supports up to two players at a time. The new motion control add-on will launch alongside 15 titles, Greenberg said. While Microsoft can't dictate the price third-party developers sell their games for, the currently announced four internally developed Kinect games will sell for $50, $10 less than most Xbox 360 games.

Kinect goes up against Nintendo's already established and massively successful Wii console, which sells for $200 and comes with the sensor bar, single remote, single nunchuk, a MotionPlus add-on and copies of Wii Sports and Wii Sports Resort.

Sony's motion-sensing Move add-on, for the Playstation 3 (which starts at $300), hits on Sept. 19 for a variety of pricing options. The Playstation Move bundle, which includes a single controller, the required camera and a copy of Sports Champions, sells for $100. The sub-controller for the Move sells for $30.

Friday, July 23, 2010

Genuine R4 SDHC Card for Nintendo DS & DS Lite + 2GB Micro SD Memory Card

This R4 SDHC by www.r4sdhc.com is the latest advance in flash cartridge technology for the Nintendo DS/Lite. The R4 Card enables your DS to accept a MicroSD memory card - which in turn means on your DS you can now watch movies, play music, browse pictures, read e-books and so much more! It is the complete solution with no need to purchase any additional components or any messy software and truly the easiest media enhancer you could ever imagine owning for your DS console.

Main features:

  • Compatible with DS & DS Lite

  • Integrated PassMe (Passcard or unnecessary flash)

  • Lance backup without clean patchage

  • Easy to use, simply drag and drop files

  • Compatible with micro SD different speeds, even slower.

  • Updated firmware possible

  • Control via touch screen and skin changed

  • No need for battery backups are saved directly on the micro SD

  • No loss of backup

  • Auto-detection of the type of backup and backup file generated automatically

  • Support Homebrew

  • Watching Live video, mp3 listening and reading txt file via Moonshell

  • Supports WiFi, the rumble-pack and web browser

  • Support Micro SD up to 32GB


What's included?

  • 1 x R4 Card (Slot-1)

  • 1 x USB micro SD memory card readers/writer

  • 1 x 2GB Micro SD TransFlash Memory Card


where to buy:

Genuine R4 SDHC Card for Nintendo DS & DS Lite + 2GB Micro SD Memory Card

Oh Look, Apple Makes the Most Money Ever

Apple made the most money it ever has over the last three months—$15.7 billion in revenues. And a turning point is approaching: Apple sold 8.4 million iPhones vs. 9.4 million iPods.

Keep in mind, a year ago, Apple raked in revenues of $9.73 billion. What's more incredible, maybe, is that Apple is promising $18 billion in revenue next quarter—and they're known for seriously lowballing earnings estimates. CNBC mentioned on air that Apple will pull in over $60 billion in revenue this year (which is very close to the consensus for Microsoft's yearly revenues, at $61.5 billion.) Craziness.

iPads haven't outsold Macs, not yet anyway—3.27 million iPads have been sold since launch, vs. 3.47 million Macs, the most Macs they've ever sold in a quarter.

Updates from Q&A
What's interesting about them selling fewer iPods, an 8 percent decline overall: iPod touch sales grew 48 percent. Meaning! Old school iPods are increasingly fossilized. iPod share for mp3 player market is still over 70 percent though.

The App Store now has more than 225,000 apps available—with 11,000 iPad apps. And people have downloaded over 5 billions apps now.

They've sold 100 million iOS devices: That's iPhones, iPads, iPod touches.

They're expecting the free iPhone 4 cases over the next quarter will cost them $175 million or so.

Question: "What changes have you seen in demand [for iPhone 4] as a result of the antenna issue?

Tim Cook's Answer: "We are selling every unit we can make currently."

Well, there you go.

Apple Reports Third Quarter Results

All-Time Record Revenue

Earnings Increase 78 Percent

CUPERTINO, Calif., July 20 /PRNewswire-FirstCall/ — Apple® today announced financial results for its fiscal 2010 third quarter ended June 26, 2010. The Company posted record revenue of $15.7 billion and net quarterly profit of $3.25 billion, or $3.51 per diluted share. These results compare to revenue of $9.73 billion and net quarterly profit of $1.83 billion, or $2.01 per diluted share, in the year-ago quarter. Gross margin was 39.1 percent compared to 40.9 percent in the year-ago quarter. International sales accounted for 52 percent of the quarter's revenue.

Apple sold 3.47 million Macs during the quarter, representing a new quarterly record and a 33 percent unit increase over the year-ago quarter. The Company sold 8.4 million iPhones in the quarter, representing 61 percent unit growth over the year-ago quarter. Apple sold 9.41 million iPods during the quarter, representing an eight percent unit decline from the year-ago quarter. The Company began selling iPads during the quarter, with total sales of 3.27 million.

"It was a phenomenal quarter that exceeded our expectations all around, including the most successful product launch in Apple's history with iPhone 4," said Steve Jobs, Apple's CEO. "iPad is off to a terrific start, more people are buying Macs than ever before, and we have amazing new products still to come this year."

"We're really pleased to have generated over $4 billion of cash during the quarter," said Peter Oppenheimer, Apple's CFO. "Looking ahead to the fourth fiscal quarter of 2010, we expect revenue of about $18 billion and we expect diluted earnings per share of about $3.44"

Apple will provide live streaming of its Q3 2010 financial results conference call beginning at 2:00 p.m. PDT on July 20, 2010 at www.apple.com/quicktime/qtv/earningsq310/. This webcast will also be available for replay for approximately two weeks thereafter.

This press release contains forward-looking statements including without limitation those about the Company's estimated revenue and earnings per share. These statements involve risks and uncertainties, and actual results may differ. Risks and uncertainties include without limitation the effect of competitive and economic factors, and the Company's reaction to those factors, on consumer and business buying decisions with respect to the Company's products; continued competitive pressures in the marketplace; the ability of the Company to deliver to the marketplace and stimulate customer demand for new programs, products, and technological innovations on a timely basis; the effect that product transitions, changes in product pricing or mix, and/or increases in component costs could have on the Company's gross margin; the inventory risk associated with the Company's need to order or commit to order product components in advance of customer orders; the continued availability on acceptable terms, or at all, of certain components and services essential to the Company's business currently obtained by the Company from sole or limited sources; the effect that the Company's dependency on manufacturing and logistics services provided by third parties may have on the quality, quantity or cost of products manufactured or services rendered; the Company's reliance on the availability of third-party digital content and applications; the potential impact of a finding that the Company has infringed on the intellectual property rights of others; the Company's dependency on the performance of distributors and other resellers of the Company's products; the effect that product and service quality problems could have on the Company's sales and operating profits; the Company's reliance on sole service providers for iPhone® in certain countries; the continued service and availability of key executives and employees; war, terrorism, public health issues, and other circumstances that could disrupt supply, delivery, or demand of products; potential litigation from the matters investigated by the special committee of the board of directors and the restatement of the Company's consolidated financial statements; and unfavorable results of other legal proceedings.

More information on potential factors that could affect the Company's financial results is included from time to time in the Company's public reports filed with the SEC, including the Company's Form 10-K, as amended, for the fiscal year ended September 26, 2009, its Forms 10-Q for the quarters ended December 26, 2009 and March 27, 2010, and its Form 10-Q for the quarter ended June 26, 2010 to be filed with the SEC. The Company assumes no obligation to update any forward-looking statements or information, which speak as of their respective dates.

Apple designs Macs, the best personal computers in the world, along with OS X, iLife, iWork, and professional software. Apple leads the digital music revolution with its iPods and iTunes online store. Apple reinvented the mobile phone with its revolutionary iPhone and App Store, and has recently introduced its magical iPad which is defining the future of mobile media and computing devices.

Thursday, July 22, 2010

I love Lucasarts' graphic adventures. I played them all back in the 90s: Indy, Day of the Tentacle, and my favorite: Monkey Island. But even putting personal taste aside, Monkey Island 2 defines what smart, awesome iPad gaming should be.

Lucasarts' graphic adventures are legendary. The humor, the graphics, the animation, the puzzles... whoever plays them falls in love with the art, the dialogue, the characters, the music, and everything else. The Monkey Island series are considered to be the epitome of the genre. It tells the story of one of the best game anti-heroes ever: Guybrush Threepwood. His objective in the first game is to become a pirate and find the Secret of Monkey Island. He doesn't find it, but lots of things happen instead. In Monkey Island 2, he is on to find the biggest treasure in the Caribbean: Big Whoop. Instead, he will find one of the best endings I can remember in any game.

New art and music

The Monkey Island 2 Special Edition team did an amazing job, from top to bottom. While the first had some problems with the user interface (more on this later), this one is pure joy to play. Sure, they missed out the opening title scene—which I loved in the original—but the rest is a flawless rendition of a classic. The art, the music, the animation, the extra content, the attention to detail... everything in its production feels like a real game. I wish all iPad games had this quality.

Like Monkey Island Special Edition for iPhone, MI2 also has two modes. You can play in classic mode—which is an exact reproduction of the old game—or in the new special edition mode, set by default. To change between modes you only have to swipe two fingers across the screen.

The special edition mode Monkey Island 2 is much better and detailed than Monkey Island 1 for iPhone, thanks to the higher resolution available in the iPad. It captures all the charm and rich color of the original game, with every single detail of every scene. The animation is great too. Instead of using sprites for the characters, the game seems to implement a new 2D animation engine that reminds me of puppetry. The effect is great.

The game also maintains iMuse, an interactive music system that mixes tracks dynamically to fade between soundtrack themes. In the special edition, the quality of the samples and the music is great. The voice work is really good too, and you can use it on the classic mode as well.

User interface

The first time I saw an iPhone, I instantly wanted Lucasarts to re-release all their classics for it: These games were made for touch control. Sadly, the first Monkey Island 1 for iPhone didn't implement direct touch control. It required you to drag the cursor on the screen—just like you would do with the mouse on the PC, Mac, or Amiga—and then use commands which were displayed in a window. As a result, it took some time to get used to the awkward control scheme, detracting from the overall experience.

In Monkey Island 2, however, the touch interface is perfect. You just have to use it like you would use any iPad application. Touch the screen where you want Guybrush to go, and he will go there. If something can be picked or used, just double click and the action will happen. It's natural and a true joy to use.

The game also helps you to identify the objects you can use, pick (steal, really), or inspect: By tapping once with your two fingers, they will light up on the screen briefly:

The extra cool stuff

The game also comes with a hidden treasure of its own: Audio commentary. Some would not care about it, but those who played the original games would love to hear legendary Ron Gilbert, Tim Schafer and Dave Grossman—the designers of the game—talking about many of the scenes, telling anecdotes and going into completely random ramblings.

They even take a dig at Sierra's graphic adventures (and anyone who has played King Quest would know why):

The audio commentary feature is perfectly implemented, and can be activated at any time by clicking on the top right corner microphone icon. I only wish there was more of it.

The game also has some hidden Easter Eggs. One example that is not exactly hidden, since it was in plain view in the original game: In the last part of the game—in the island where Big Whoop is hidden—you will find a phone on a palm tree. It connects you to Lucasarts' hint line (back in the beginning of the 90s, with the web still in its infancy, hint lines were big for companies like Lucasarts). In the special edition, you get to talk to some random guy, but in the classic you get to talk with another legendary member of Lucararts: Tabitha Tosti. Back in the time, Tabitha used to be in charge of customer support and ran Compuserve's Lucasarts forum—God only knows how many times we exchanged messages back then, chatting about Monkey Island, Indiana Jones, SWOTL, X-Wing and TIE Fighter.

A must play

Monkey Island 2 Special Edition is $10, but it's absolutely worth every single cent. For people new to the game, the price is well justified with hours of joyful gameplay. It is actually inexpensive. For people who have already played it—and for old farts like me, who have played it a dozen times—it's even more inexpensive: In addition to the awesome new art, music, and user interface, it has the extra charm of nostalgia.

Go get it. It's the best, smarter, and funniest gaming you will find on the iPad today.

New Xbox 360 Model Hits Next Month, Kinect Bundle Confirmed

New Xbox 360 Model Hits Next Month, Kinect Bundle ConfirmedMicrosoft today confirmed the release of a $200 redesigned Xbox 360 is on the way.

The new Xbox 360 model will feature the redesign unveiled at E3 last month which includes built-in WiFi and a proprietary plug for the Kinect motion sensor and a matte black finish. (Old Xbox 360's will use USB for Kinect)

The new model, which will replace the $150 Xbox 360 Arcade model, will also include 4GB of internal flash memory. The model will have an empty hard drive slot, but Microsoft's product manager Aaron Greenberg tells Kotaku there are still no news on hard drives for the new Xbox 360s.

"The flexibility is definitely there for a hard drive," Greenberg said, "but at the time being we are not offering any upgrades."

The Arcade replacement will begin shipping on Aug. 3 in the U.S. Greenberg says that Microsoft will stop producing the Xbox 360 Arcade and other Xbox 360s featuring the original design.

In the UK, the new 4GB Arcade system will sell for £149.99.

Microsoft also unveiled a new bundle today featuring the 4GB Xbox 360 and a Kinect Kit. The bundle will sell for $300 when it hits in November with the release of Kinect. The Kinect kit comes with the motion-detecting add-on and a copy of Kinect Adventures. Microsoft will also sell the kit on its own for $150.

News of the bundle and the $199 console first broke on Kotaku last month. As did images of the bundle.

"We think (the launch of Kinect) is a market expansion opportunity," Greenberg said. "We didn't want to just throw out a standalone.

"Our research shows that the console bundle is going to be the hot item this holiday. But we expect a lot of people to buy the sensor and game offer as well."

Wednesday, July 21, 2010

Hulu Plus on PS3 Review: Everything We Hoped It Would Be...But Free

Hulu Plus got a lot of attention in its iPad/iPhone incarnations. But it's also the smoothest, most polished media experience I've ever had on my PS3. And to some extent, it really is the Holy Grail: Hulu on TV.

Let's back up a second. The PS3 is the Blu-ray player I'd recommend to anyone. But BD discs were never meant to be navigated with a Dual Shock. Beyond the obvious quality boost that Blu-ray brings, the experience of watching a movie on the PS3—wielding that odd pop up menu, figuring out if I'm hitting the right buttons on the title screen, accidentally fast forwarding at 100x speed when my cat bumps the controller—has never been wonderful. There's a disconnect between me and the media as soon as I need to interact with the machine. Resolution aside, watching a BD on the PS3 is no more pleasant than watching a DVD on a PS2.

I've also downloaded quite a bit from PS Store. If I can get over the fact that shows cost $2/pop (and more in HD), I must say, I prefer the method to watching Blu-rays. No annoying menus are required just to watch my show. And Sony's SD-quality downloads beat the HD quality of my DirecTV box. Still, the PS Store is...just OK. The interface is often sluggish as it struggles to propagate images. I've gotta buy funds for my wallet to buy the movie to download it to watch it. There are just all these unnecessary steps.

And as for Netflix. Look, it gets the job done. But I have an Xbox 360. And it works better on the Xbox. So which one am I going to use?

In terms of pure usability, Hulu Plus is better than any of these options.

Once you download the app, syncing your account with your PC is literally instantaneous. And what you're greeted with is a stuffed but easy-to-navigate menu. Navigate around with the D-Pad. Click what you want with the...whatever the shape on that one button is. You know the button. It's the button that makes things happen on the PS3 controller.

NPD June: New Xbox 360 overtakes Wii

The launch of the new "whisper quiet" Xbox 360 has propelled Microsoft's console into first place in the US for sales throughout June.

NPD recorded 451,700 sales of Microsoft's new machine, compared to 422,500 Wiis and 304,800 PlayStation 3s. NPD analyst Anita Frazier noted that this was Xbox 360's best "non-holiday" month since September '07 when Halo 3 launched. She also pointed out that this was the 11th consecutive month of PS3 year-on-year growth.

Nevertheless, Nintendo's DS remained the overall hardware leader in June, selling a whopping 510,700 units. PSP improved on May's results but still paled in comparison with 121,000 sales.

Rockstar's Red Dead Redemption dominated the game chart for a second month, notching up 582,900 sales and the crown on Xbox 360, and 380,300 sales on PS3. Total US sales for the game now stand at 2,476,200 units. Frazier said RDR had "captured the top spot for sales on a year-to-date basis".

Sandwiched between Rockstar's game, in second, was Super Mario Galaxy 2 with 548,400 sales.

Numbers dropped off from there: New Super Mario Bros. Wii shifted 200,900 copies to take fourth and Just Dance managed 174,800 units to take fifth.

Wii Fit Plus, Toy Story 3 (DS), UFC 2010 (360), LEGO Harry Potter (Wii) and UFC 2010 (PS3) rounded out the top 10.

One notable absentee from the top 10 this month was Tiger Woods PGA Tour 11. "The new Tiger Woods release sold only 32 per cent of what last year's release sold in its introductory month at retail," revealed Anita Frazier. Has EA's champion lost his charm?

Tuesday, July 20, 2010

NPD June: MS, Nintendo, Sony respond

Sony might have been bottom of the pile for US sales throughout June - and forced to praise monthly year-on-year sales growth again - but that hasn't dampened the company's expectations of the "big impact" PlayStation 3 will have this holiday.

"Videogames are fuelling new innovation for the entire consumer entertainment category, and today's numbers are a testament to the big impact we'll play this holiday," said Sony America's Patrick Seybold.

"With a healthy flow of PS3s back in the channel, and 11 months of PS3's consecutive growth behind us, we're confident the PS3 will become the main entertainment hub for many new consumers this year and provide countless reasons to congregate in the living room."

All of which will be helped by the "groundbreaking" PlayStation Move, he added.

Sony's now sold 13m PlayStation 3s in the US and 17m PlayStation Portables.

Microsoft focused, unsurprisingly, on the chart-topping success of the new "whisper quiet" Xbox 360. And signs of slowdown, we're assured, are not on the horizon.

"Retail demand for the new Xbox 360 250GB console remains high, and retailers continue to order as many units as Microsoft is able to supply," said the company in a statement.

Red Dead Redemption finished top of the software pile on Xbox 360, and sales of hardware, software and accessories combined to earn $333m. Not content, Microsoft also looked ahead, and it too claimed to be in the best position for the holiday bonanza.

"Collectively, Microsoft has also heard from retailers around the US that Kinect and its related games are a top priority this holiday," Ballmer's bunch added.

Microsoft has shifted 1,924,900 Xbox 360 units this year. The US total stands at 20,555,886.

Finally, Nintendo - for whom the birds sing - saw the Wii and DS account for half of June's hardware sales. On top of that, six of the top 10 games were on Nintendo platforms.

"Consumers continue to look to Nintendo for exceptional value and one-of-a-kind gaming experiences," said Nintendo of America's Cammie Dunaway. "Between games like Super Mario Galaxy 2, the pioneering motion controls of the Wii system and the portable fun of Nintendo DS systems, Nintendo offers something for everyone."

She, too, had a message for the autumn: "As we prepare to launch a remarkable line-up of new games in the second half of the year, we are grateful that consumers are supporting Nintendo consoles to continue their run as the nation's most popular game systems."

The DS added half-a-million sales in June to its regional total of nearly 42m. The Wii put over 400,000 sales towards its ever-closed 30m US landmark (currently 29,540,081).

"Amazing demand" for new Xbox 360

GAME has seen "amazing demand" for the new Xbox 360 250GB.

The videogame retailer opened 400 stores at midnight for the release of Microsoft's "whisper quiet" new Xbox 360.

"At midnight, over 400 GAME and Gamestation stores opened across the UK to allow our customers to get their hands on the new Xbox 360," Neil Ashurst, head of PR for GAME and Gamestation, said.

"There has been amazing demand for the new version of this ever-popular console, which includes a new slim design, 250GB hard drive and built-in WiFi connectivity. There was a fantastic atmosphere in our stores as hundreds of people queued to be one of the first to play on the new console."

Microsoft announced the new Xbox 360 250GB during its press conference at E3 2010 last month. It costs £200 in the UK.

The new Xbox 360 has already done the business in the US, where it helped sales rise by a whopping 88 per cent year-on-year.

Monday, July 19, 2010

Nintendo: Wii and DS demand "declined"

Nintendo UK general manager David Yarnton has admitted that demand for the Wii and DS has "declined".

Speaking on Radio 4 this morning, Yarnton blamed falling demand for the Wii and DS on the "cycle" and the recession, but made a point of saying everybody was in the same boat.

"We've had very good years," he said. "It's [falling demand for Nintendo consoles] part, I suppose, of the cycle. We're not recession proof. We've probably as an industry been better than other industries."

When asked whether demand for the Wii and DS had peaked, Yarnton replied: "We obviously would like to be selling more. It has declined. But the whole market has as well. It's not just ourselves."

The Wii and DS have been hugely successful in the UK. Nintendo's sold 12 million DS consoles and eight million Wiis on these shores.

Despite the mammoth sales, Yarnton reckons there's plenty of room for even more.

"We think there's still plenty of opportunity for the product. There are a lot of people still waiting to get into gaming. There is a lot of interest from older people, people that normally didn't game. We've got some innovations on the way as well.

"We've got Nintendo 3DS. I think it's quite a leapfrog, actually. Especially when you look at the other technology out there in TV and movie, where with 3D you have to wear glasses, whilst with our 3D offering you don't have to wear glasses.

"There are no real new models coming out [from Sony and Microsoft]. No leapfrogging. They're [the new Xbox 360 250GB] just derivatives of the original versions they've had. We still with Wii have got a lot of technology we haven't fully harnessed and a lot of development of games coming that I think will still wow people when they see it."

Yarnton also denied the accusation that Nintendo has been forced to slash prices ("The actual price, when we launched Wii in 2006, recommended retail was about £179. We don't set the price. And that price hasn't changed"), and had his say on UK tax breaks for game developers, which were scrapped in the last budget.

"We support it very much," Yarnton said. "We as an industry want to be on a level playing field, not only on a global basis, where we know there are tax breaks right around the world, from Canada to Korea to Australia, but also with other creative industries, such as the movie industry, where there are tax breaks. There are sound arguments that show with the tax breaks we'll actually create more jobs."

M3 Real DS / Lite Card + 2GB Micro SD Card + Rumble Adapter








The M3 REAL DS Lite is the latest development in flash cartridge technology for the Nintendo DS Lite. The M3 REAL is an adapter so you can use a micro SD Card up to 32GB with Your Nintendo DS/Lite this allows you to store much more and allows you to benefit from all the below features:-

  • Watch movies,

  • Play music,

  • Browse pictures,

  • Read E-Books and more...



It even comes with a Rumble Pack so you can now feel your games as well as see them! The only difference Between the M3 Simply and the M3 Real is that you get a Rumble Cartridge that plugs into slot 2 on the DS, and makes the games Rumble whilst also taking higher capacity Micro SD Cards.

Key Features:

  • Same size as an original DS game cartridge

  • Built-in PassMe (NO need for any boot cart/passcard etc.)

  • Uses microSD memory card (Trans Flash) as storage.

  • Boot clean dump images (downloadable from internet)

  • Very simple to use: drag and drop files to the microSD card and play

  • Standard FAT system support

  • Supports different speeds of micro SD cards

  • Runs games without any lag or slow down

  • Upgradable Firmware ( OS / Bios / Kernel )

  • Touch screen control and robust skinning support

  • No battery needed, back up the save file directly into the microSD card: Never lose your saved games

  • Auto detect the save type and automatically generate saver file

  • Homebrew support , IO lib available on launch

  • Watch movies directly, listen to MP3s and read TXT on the DS via the use of Moonshell

  • Supports Wi-Fi, DS rumble pack and DS browser.


Package includes:

  • 1x M3 DS Card (Slot-1)

  • 1x USB microSD memory card reader / writer

  • 1x 2 GB Micro SD Card

  • 1x Rumble Adapter


where to buy:

M3 Real DS / Lite Card + 2GB Micro SD Card + Rumble Adapter

Friday, July 16, 2010

BioWare boss "blown away" by 3DS

BioWare co-founder and boss-man Dr. Greg Zeschuk has told Eurogamer that he was "blown away" by the Nintendo 3DS at E3.

What's more, he sounds quite open-minded about the possibility of doing a game for it one day, despite BioWare's reputation for whopping RPGs on technically demanding formats.

"We could because we've done a DS game before," Zeschuk told Eurogamer in an interview published today.

"So imagining it, it's pretty similar. It will depend. The thing I'm curious about on 3DS is, what else does it bring to the table? Is it going to be wireless? What kind of backend connectivity are they going to do? That is what excites me."

Zeschuk said he "loved" the platform. "I saw it at E3 and I was blown away. I'm not sure if it'll bring that much more to the table. But that's going to be enough to reinvigorate the DS market.

"For us to want to jump in, you largely have to have a lot more online stuff going on there. You're clearly limited in how flexible you can be on the backend."

Zeschuk also talked to Eurogamer about Dragon Age 2 ("You can't please everyone") and progress on Star Wars: The Old Republic.

Xbox 360 Hostess Game Coming To PSP

Raise your glasses, because that boozing-and-bar girl game Dream Club is making the leap from the Xbox 360 to the PSP.

According to the upcoming issue of Japanese magazine Famitsu, Dream Club on the PSP is a port and will have downloadable content. It will also be possible to hold the PSP vertically while playing it. The Xbox 360 version was released last year as an exclusively on Microsoft's home console. This past December, the game's producer said, "There have been many calls for the game to be released on the PlayStation platform, and someday I want to answer them."

He will! This fall when Dream Club dances its way onto the PlayStation Portable.

In the original Dream Club, players go to a hostess bar for a year, working odd jobs during the weekdays to save money to spend on your nightlife. The game features a drinking system called "IIS," which has players control their drinking using the Xbox 360 controller's analog stick and try to get the hostess shitfaced so she'll talk about personal things she normally wouldn't. "IIS" stands for "Interactive Inshu System" with "inshu" being Japanese for "drinking alcohol."

The system for talking with the hostess is called "ETS" (Emotional Talk System) and gives players three response choices using the X, A, and B buttons on the Xbox 360 controllers.
It's also possible to have girls get on stage and sing karaoke for players. There are cosplay options, too. And touching.

Dream Club spawned plush toys and a manga.

Thursday, July 15, 2010

Genuine Toptoy DSTT / TTDS Card for Nintendo DS & DS Lite + 2GB Micro SD Memory Card

Manufacturer: www.ndstt.com

DSTT Adapter is the newest development in flash cartridge technology for Nintendo DS & DS Lite. DSTT is an adapter so you can use a microSDHC card up to 32GB with your Nintendo DS & DS Lite which allows you to store a lot more on your DS & DS Lite and allows you to benefit from all the following features:

  • Watch movies and videos

  • Play music files

  • Browse picture files

  • Read E-Books and much more...


Features:

  • Same size as an original DS & DS Lite game cartridge

  • Built-in PassMe (NO need for any boot cart./passcard etc.)

  • Uses microSD memory card (Trans Flash) as storage

  • Touch screen control and robust skinning support

  • No battery needed, back up the save file directly into the microSD card

  • Homebrew support , IO lib available on launch

  • Supports WiFi, DS rumble pack and DS browser

  • Boot clean dump images (downloadable from internet)

  • Very simple to use: drag and drop files to the microSD card and play

  • Standard FAT system support

  • Supports different speeds of micro SD cards

  • Supports HC memory cards

  • Upgradable Firmware ( OS / Bios / Kernel )


Package includes:

  • 1 x DSTT SDHC Card (Slot-1)

  • 1 x microSD 2GB


where to buy:

Genuine Toptoy DSTT / TTDS Card for Nintendo DS & DS Lite + 2GB Micro SD Memory Card

Is Apple Silently Recalling the iPhone 4 Now?



We've received only one report, so take it with a hill of salt: A Gizmodo reader claims that, after Apple replaced his iPhone 4, he couldn't reproduce the sharp loss of signal. He says that the hardware seems slightly different:

I've been following all of the iPhone 4 stuff since I got mine the day before release. I was able to replicate the signal issue. I also had the proximity sensor issue, causing inadvertent mute button pushing. There were a few other software issues I was experiencing so I consulted Apple at the Fifth Avenue store in New York. They replaced my phone. The diagnostic showed that the OS was corrupt and certain utilities were failing. [They claimed that] all phones with a proximity sensor issue were being sent back to Apple for further study.

Well, when I got the new phone it was different. It was different hardware. The black [plastic] bezel isn't as black on the new one. I couldn't see the proximity sensor at all on the previous iPhone 4, now I can. The stainless steel band on the new phone is less 'steel-y' and more matte. I've also tried to replicate the signal drop and failure. While I can't say for sure that it is entirely fixed, there is certainly huge improvement. I'm guessing they coated the steel with something, took some black out of the bezel and sent them out without saying too much about it. I also think Apple is willing to warranty a phone for any reason except the signal issue.

The guy next to me said that he had to press the home button several times before the phone would come back from stand-by. This happened once. The Apple tech ran the diagnostic, everything was fine. They still replaced his phone. I think they're doing a 'silent recall'.

We doubt Apple would do something like this. While it would seem smart to silently modify the production process—coating the antenna was the solution suggested to us by a chemical engineer—and only replace the units of those who actually protest about it at the store, it would not be good for the company. If it were real and it got uncovered, it would open yet another can of worms. Apple hasn't answered our questions about this subject.

Again, this is a single isolated reader report. We have not been able to confirm it. Following his claim, we exchanged one of our units, but we didn't get any different hardware back. The antenna reception problem is still there.

However, since some industry people are asking already for a recall—instead of free cases—we thought it could be worth asking readers about their experiences.

Wednesday, July 14, 2010

UK "sure to start buzzing" about 3DS

ELSPA director general Michael Rawlinson has said that Nintendo 3DS, Xbox 360's Kinect and PlayStation Move will get consumers spending again after lacklustre UK games and hardware sales in the first half of 2010.

According to figures released by ELSPA, total sales of games were down 10 per cent from £592 million in the first half of 2009 to £533m over the same period this year, while hardware declined 32 per cent from £378m to £256m.

"UK consumers are still facing economic uncertainty and everyone is looking to how they can make savings, which has naturally impacted on the entertainment industry as a whole," Rawlinson said.

"I am, however, very encouraged by the innovation announcements from the E3 expo regarding interactive entertainment and videogaming.

"With the introduction of PlayStation Move and Kinect for the Microsoft Xbox 360, in addition to significant plans for 3D gaming on the new Nintendo 3DS and on the Sony PlayStation 3, the market is sure to start buzzing."

Rawlinson also conceded that the ELSPA figures do not account for digital distribution sales on PC or console, including social networking sites like Facebook, or the impact of second-hand sales.

3DS screen could be bigger, says Konno

Nintendo's Hideki Konno has said it is possible to manufacture a larger version of the 3DS's three-dimensional screen - but that you probably wouldn't want to.

Konno, who was producer for Nintendogs and the Mario Kart series, was speaking during an interview with Wired. When asked if a television-sized 3DS-style display could be made, he replied, "We could do it, but besides the cost issue, consumers would have to be in one very specific position to watch the TV or the 3D will be completely gone. With the handheld, there is only one position."

Looks like Nintendo will be sticking with the current 3DS design, then. In fact, Konno confirmed that the model shown at E3 is the one we'll see in shops, stating, "You can take this as the final shape."

He also discussed the gyroscope featured in the handheld, suggesting it will work well in conjunction with the 3D screen. "During our experiments, we have found that in a first-person shooter, we can use the sensor to move the aiming and the pointer," Konno said.

"In that case, your line of sight is still quite rigid, your eyes are pointing at the screen, and so the 3-D effect won’t be diluted. So there is the possibility that both 3-D and motion control could be used in the same software."

Konno revealed that Nintendo has been tinkering with glasses-free 3D since the days of the GameCube. Back then, a 3D version of Luigi's Mansion was under consideration. How about one for the 3DS, then?

Tuesday, July 13, 2010

Nintendo "not conscious" of any rivals

Nintendo president Satoru Iwata has said he's "not conscious" of any rivals to Nintendo; not Apple, not cloud computing, not Microsoft or Sony.

Concentrating on others would lead Nintendo into the "trap" of "shortsighted business philosophies" and a preoccupation with "spoiling" another company's ideas, he said.

"On the contrary," he told investors during a publicised Q&A, "we ourselves assume that our rival is everything consuming people's interest, time and energy. If we were to consider one specific thing as our rival, we would do nothing but think of how to beat it.

"...Even if we ask customers what kind of games they want to play and develop one game as they requested, it may not always greatly excite them. Instead, we should develop what is beyond their imagination and let them say, 'This is unexpectedly interesting,' or 'This is the very thing I have been wanting.' We can say that our business is very unique.

"...it is more important for our unique business to always ask ourselves, and try to answer such questions as, 'What does it mean to make people interested in something?' 'What is worth spending people's time and energy on?' Or 'What do people find amusement in?'

"We would be glad if you understand that, as the basis, we are not conscious of any certain rivals," he said.

Iwata touched on cloud computing to say that while some elements were "very suitable", there were others that "will never be". Simply, Iwata believes cloud computing won't ever "conquer" his field.

"With cloud computing, for example, customers would be irritated even by a slight delay in response after pressing a button. So, for what is suitable for cloud computing, we will take advantage of the technology in the future," said Iwata.

"It is also natural that we will align with a service provider of cloud computing, and not going through the trouble to develop our own facilities. Having said that, cloud computing would not conquer every field of entertainment because present telecommunication technologies inevitably involve a certain delay and limitation of transmission speed.

"We would employ Cloud Computing as far as it is useful," he concluded.

PlayStation's New 'Terms of Service' Urges Not ODing On 3D

What are we agreeing to now when we play our PlayStation 3s? For one, to take heed of Sony's advice while enjoying 3D games or movies, which the legalese-laden, newly-updated Terms of Service agreement says may cause "discomfort."

Sony's latest addition to the list of things it expects us to follow is about the latest addition to the PlayStation 3, 3D support for video games like MotorStorm: Pacific Rift and Super Stardust HD. The agreement warns that players may experience eye strain, eye fatigue or nausea while playing 3D content, that players should "take regular breaks" and that parents of young children should consult a doctor before letting them play.

That's in line with Nintendo's concerns for its next handheld, the Nintendo 3DS. Nintendo of America president Reggie Fils-Aime told Kotaku that it will discourage very young children from looking at 3D images. "This is the same messaging that the industry is putting out with 3D movies, so it is a standard protocol," Fils-Aime said.

It's less scary than Samsung's recent warning about the impact of stereoscopic 3D on the eyeballs of the drunk, pregnant and elderly.

For the rest of us, here's what we should expect when we're all enjoying 3D content on our new 3D TVs at some point in the very far future.

Some people may experience discomfort (such as eye strain, eye fatigue or nausea) while watching 3D video images or playing stereoscopic 3D games on 3D televisions. If you experience such discomfort, you should immediately discontinue use of your television until the discomfort subsides.

SCEA recommends that all viewers take regular breaks while watching 3D video or playing stereoscopic 3D games. The length and frequency of necessary breaks may vary from person to person. Please take breaks that are long enough to allow any feelings of discomfort to subside. If symptoms persist, consult a doctor.

The vision of young children (especially those under six years old) is still under development. SCEA recommends that you consult your doctor (such as a pediatrician or eye doctor) before allowing young children to watch 3D video images or play stereoscopic 3D games. Adults should supervise young children to ensure they follow the recommendations listed above.

Monday, July 12, 2010

PS3 getting 3D PlayTV and photo content

Sony has offered further details of its rollout for 3D support on PlayStation 3, including movies, PlayTV and photos.

According to Sony Europe's Mick Hocking, speaking at an event in London attended by CVG, a firmware update for Blu-ray 3D movie support will be released in September.

Support for 3D photos and video camera recordings will come by the end of 2010, he said, but he refused to specify the timing.

Beyond that, PlayTV users can expect to access 3D content through the DVR software as soon as broadcasters start offering them.

Sony is making a big push for 3D on a corporate level through its consumer electronics, games and movie divisions.

At E3 it showcased Killzone 3 in 3D and pledged to release a number of titles with 3D support.

Earlier this year the platform holder issued a firmware update for PS3 to prepare the console for 3D content, and last month it released 3D patches for PAIN, WipEout HD and Super Stardust HD, plus a MotorStorm: Pacific Rift 3D demo.

Genuine Wood R4DS Card for Nintendo DS & DS Lite + 2GB Micro SD Memory Card

Manufacturer: www.r4ds.com

This R4 Version 2 is the first advance in flash cartridge technology for the Nintendo DS/Lite. The R4 Card enables your DS to accept a MicroSD memory card - which in turn means on your DS you can now watch movies, play music, browse pictures, read e-books and so much more! It is the complete solution with no need to purchase any additional components or any messy software and truly the easiest media enhancer you could ever imagine owning for your DS console.

Main features:

  • Compatible with DS & DS Lite

  • Support Micro SD up to 2GB

  • Integrated PassMe (Passcard or unnecessary flash)

  • Lance backup without clean patchage

  • Easy to use, simply drag and drop files

  • Compatible with micro SD different speeds, even slower.

  • Updated firmware possible

  • Control via touch screen and skin changed

  • No need for battery backups are saved directly on the micro SD

  • No loss of backup

  • Auto-detection of the type of backup and backup file generated automatically

  • Support Homebrew

  • Watching Live video, mp3 listening and reading txt file via Moonshell

  • Supports WiFi, the rumble-pack and web browser


What's included?

  • 1 x R4 Card (Slot-1)

  • 1 x microSD 2GB

  • 1 x USB micro SD memory card readers/writers


where to buy:

Genuine Wood R4DS Card for Nintendo DS & DS Lite + 2GB Micro SD Memory Card

Friday, July 9, 2010

Hirai: PS3 was built with Move in mind

Sony Computer Entertainment boss Kaz Hirai has said that 3D, Move and Blu-ray technologies were among the reasons PlayStation 3 was so expensive and powerful relative to its competition when it came to market.

"Not just 3D, but the Move and Blu-ray too. Those are things we talked about internally before the launch. We knew that the PS3 needed to have a 10-year life cycle - much like the PlayStation and the PS2," Hirai told The Telegraph newspaper.

"Given how fast technology turns over now, we knew going in that we had to pack a lot of horsepower into the PS3. Four years ago - when you look at the console's power and it's retail price - a lot of people were critical with the fact that there was so much packed under the hood.

"Now we're especially pleased to be introducing things like Move and 3D gaming because we're able to show tangibly why we released the PS3 with the power it has, and why it makes so much sense to future-proof a console.

"The proposition we're offering customers is to reward their investment with a long and valuable piece of hardware."

Hirai also said that Sony had taken its time with Move in particular because it does not want to iterate the controller hardware again.

"We don't want to be in a position where we're having to come out with something like PlayStation Move Plus two years from now," he said, presumably in reference to Nintendo's Wii MotionPlus add-on, released last year.

"We may take more time introducing these new technologies but that's because we want to make sure we get it right the first time. We don't want to be first into the market if we're faced with a situation where we have to make too many improvements down the line."

Hirai said the firm wanted Move to be "the second de facto controller for the PS3", and not something you only use with a few games.

"We want to make it an integral part of the PlayStation 3 experience," he said.

PS3 getting 3D PlayTV and photo content

Sony has offered further details of its rollout for 3D support on PlayStation 3, including movies, PlayTV and photos.

According to Sony Europe's Mick Hocking, speaking at an event in London attended by CVG, a firmware update for Blu-ray 3D movie support will be released in September.

Support for 3D photos and video camera recordings will come by the end of 2010, he said, but he refused to specify the timing.

Beyond that, PlayTV users can expect to access 3D content through the DVR software as soon as broadcasters start offering them.

Sony is making a big push for 3D on a corporate level through its consumer electronics, games and movie divisions.

At E3 it showcased Killzone 3 in 3D and pledged to release a number of titles with 3D support.

Earlier this year the platform holder issued a firmware update for PS3 to prepare the console for 3D content, and last month it released 3D patches for PAIN, WipEout HD and Super Stardust HD, plus a MotorStorm: Pacific Rift 3D demo.

Thursday, July 8, 2010

Nintendo wants Miis on more than just Wii

Nintendo is considering whether to allow Miis to appear on other formats, such as 3DS, according to Shigeru Miyamoto.

"We need to keep in mind how we evolve the Miis and how we think about compatibility with Miis between different systems," Miyamoto told IGN.

"But that's something that we're definitely giving consideration to and want to continue to try to allow people to use their Miis on different Nintendo systems going forward."

Miis were introduced with the Wii and allow users to create cutesy little renditions of themselves that can be used across various games including Wii Sports and Wii Fit.

Nintendo has been having a big old think about its online strategy in general, as Satoru Iwata explained in an investor relations interview last month.

"I can say that we are not currently satisfied with the online efforts that we have made so far, and we are working at ways to improve those," he told the group.

"On the other hand, I do not think that online functionality is something that we should be devoting resources to for every single product.

"Instead, I think that Nintendo’s ability to create an offline experience that feels incredibly unique and compelling is a particular strength that we have."

Dead Space 2 Prequel Hits PS3, Xbox 360 This Fall

Visceral Games' sequel to sci-fi horror game Dead Space won't touch down on the PlayStation 3, PC and Xbox 360 until January 2011, but a new "interactive comic-style game" will hit those consoles this fall.

The downloadable Dead Space Ignition will take place just before the events of Dead Space 2 and will pack in a "satisfying arcade experience that will challenge players with puzzles and twitch gameplay," according to the official announcement. Dead Space Ignition "combines an interactive comic-style story with three unique hacking mini games; Hardware Crack, Trace Route and System Override."

The "choose your own adventure" style interactive comic is written by Antony Johnston, responsible for the Dead Space comic book series published in 2008.

While details of Dead Space 2's downloadable games have changed, when Kotaku first reported on them, publisher Electronic Arts had plans to possibly charge players for the releases.

Completing the Xbox Live Arcade and PlayStation Network bound Dead Space Ignition unlocks goodies in the retail release of Dead Space 2, including a special suit for Dead Space hero Isaac Clarke.

Dead Space Ignition is being developed by Visceral Games and Sumo Digital.

Wednesday, July 7, 2010

Nintendo plans "serious" 3DS games

Nintendo wants to work with third-party developers to create 3DS games targeted at "serious gamers".

Such partnerships would be "good for both Nintendo and the software developers", Nintendo president Satoru Iwata told Japanese news service Nikkei (reported by GameSpot).

Nintendo's phenomenally successful DS only caters to those who do not play games, Iwata admitted, and this is something the Japanese company wants to rectify with its new handheld.

The 3DS was unveiled during E3 2010 last month along with a long list of third-party developed games, including Metal Gear Solid: Snake Eater 3D – The Naked Sample, Dead or Alive 3D and Resident Evil Revelations.

Iwata told Nikkei that Nintendo went to great lengths to incorporate software developers' requests when making the 3DS and called on these developers to make games for the new system.

Also buried within the report is apparent confirmation from Iwata that Nintendo plans to "make the successor to the Wii 3D compatible".

But there's still no word on when Nintendo will release its next home console. "A full-scale entry into this field will take some time because 3D televisions will not catch on right away," Iwata said.

Nintendo hasn't priced or dated the 3DS. However, Nintendo of America's Reggie Fils-Aime has said the handheld will be out in all "major markets" by 1st April 2011.

R-Type confirmed for iPhone

An iPhone version of classic shooter R-Type is on its way to the iPhone.

Looks like Electronic Arts has picked up the rights to publish the game, which will feature side-scrolling gameplay just like in the old days.

You can also expect eight levels, eight bosses and a wide variety of power-ups and ship upgrades. There are three different control modes - tilt, touch and virtual d-pad.

EA has yet to announce a price or release date for R-Type for iPhone, but we do know it's "coming soon".

N5 DS Card for DS / DS Lite + 2GB Micro SD Memory Card

N5 by www.dsn5.com is the latest advance in flash cartridge technology for the Nintendo DS/Lite. The N5 card enables your DS to accept a MicroSD memory card and you can now watch movies, play music, browse pictures, read e-books and so much more! It is the complete solution with no need to purchase any additional components or any messy software and truly the easiest media enhancer you could ever imagine owning for your DS console.

Main features:

  • Compatible with DS & DS Lite

  • Integrated PassMe (Passcard or unnecessary flash)

  • Lance backup without clean patchage

  • Easy to use, simply drag and drop files

  • Compatible with micro SD different speeds, even slower.

  • Updated firmware possible

  • Control via touch screen and skin changed

  • No need for battery backups are saved directly on the micro SD

  • No loss of backup

  • Auto-detection of the type of backup and backup file generated automatically

  • Support Homebrew

  • Watching Live video, mp3 listening and reading txt file via Moonshell

  • Supports WiFi, the rumble-pack and web browser

  • Support Micro SD up to 32GB


What's included?

  • 1 x 2GB Micro SD TransFlash Memory Card

  • 1 x N5 Card (Slot-1)

  • 1 x USB micro SD memory card readers/writers


Where to buy:

N5 DS Card for DS / DS Lite + 2GB Micro SD Memory Card

AppleCare: The iPhone 4 Update Won't Solve the Antenna Problem

AppleCare has confirmed what we already knew: The incoming software update won't fix the iPhone 4's transmission and reception problems. They acknowledged the antenna problem exists, offering the same solution as before: Buy a case or hold the iPhone differently.

I was secretly hoping that the software update would magically fix the iPhone 4's antenna design problem, because I really wanted to buy what otherwise is an great gadget. Unfortunately, the cosmetic change to the bar display—which promises to show the actual signal strength—will not fix the transmission/reception problem that countless iPhone 4 users are experiencing.

AppleCare's response

We called AppleCare three times today to confirm it. We told them that we were experiencing voice quality problems and call drops, as well as problems with internet access. Their response was immediate and unequivocal, the same in the three cases:

• There is an antenna interference problem when you hold the iPhone 4 in a certain way (the tests by Anandtech and many demonstration videos in the internet show that the signal drop will happen every time when you touch the phone's dead spot, on the left bottom corner).

• One solution is to hold the phone differently, avoiding to touch the left bottom corner of the phone (coincidentally, this is how models hold the iPhone 4 in most of Apple's promotional material).

• The other other solution is to buy a case or one of Apple's $30 bumpers (we are hosting a petition to ask Apple for free cases. You can sign it here).

• The incoming software update will not fix this antenna problem, only change the way the phone displays the available signal, make it more accurate.

While we already knew about it, the official AppleCare response is sad news. Like Gizmodo reader and former RF engineer for HP Medical products Gordon Cook said in a recent email: "Wrapping a metal antenna around a phone is simply asking for trouble, and Apple may in fact have realized too late that they had a real can of worms, so chose to release what they had instead of enduring a lengthy shipping delay. Now, after millions of phones shipped, and given the alternatives, screwing with the software is the only realistic way of fixing this, even if it's mostly cosmetic."

But cosmetic fixes will not stop the problem from happening. Apple should provide with a real fix to a design problem that ruins what could have been the best smartphone experience out there, bar none. And if they can't fix the units currently in the market, they should fix their manufacturing so this doesn't happen and at least provide with a free solution, like free bumpers or cases.

Monday, July 5, 2010

iPhone 4 Reception Problem Is Explained by "Incorrect Signal Display"

Apple claims that the iPhone 4 reception problem doesn't exist. They say that the "dramatic drop in [signal] bars" is explained by an erroneous signal display. However, they don't address the data and voice degradation caused by their design. Updated.

They promise their software update will fix the way the iPhone 4 displays signal bars. However, they don't claim the software patch would solve the signal attenuation problem caused by holding the iPhone 4 and touching the dead spot on its left bottom corner. The software patch will show the drop more accurately in the signal bar display.

CUPERTINO, Calif., July 2 /PRNewswire-FirstCall/ —

Dear iPhone 4 Users,

The iPhone 4 has been the most successful product launch in Apple's history. It has been judged by reviewers around the world to be the best smartphone ever, and users have told us that they love it. So we were surprised when we read reports of reception problems, and we immediately began investigating them. Here is what we have learned.

To start with, gripping almost any mobile phone in certain ways will reduce its reception by 1 or more bars. This is true of iPhone 4, iPhone 3GS, as well as many Droid, Nokia and RIM phones. But some users have reported that iPhone 4 can drop 4 or 5 bars when tightly held in a way which covers the black strip in the lower left corner of the metal band. This is a far bigger drop than normal, and as a result some have accused the iPhone 4 of having a faulty antenna design.

At the same time, we continue to read articles and receive hundreds of emails from users saying that iPhone 4 reception is better than the iPhone 3GS. They are delighted. This matches our own experience and testing. What can explain all of this?

We have discovered the cause of this dramatic drop in bars, and it is both simple and surprising.

Upon investigation, we were stunned to find that the formula we use to calculate how many bars of signal strength to display is totally wrong. Our formula, in many instances, mistakenly displays 2 more bars than it should for a given signal strength. For example, we sometimes display 4 bars when we should be displaying as few as 2 bars. Users observing a drop of several bars when they grip their iPhone in a certain way are most likely in an area with very weak signal strength, but they don't know it because we are erroneously displaying 4 or 5 bars. Their big drop in bars is because their high bars were never real in the first place.

To fix this, we are adopting AT&T's recently recommended formula for calculating how many bars to display for a given signal strength. The real signal strength remains the same, but the iPhone's bars will report it far more accurately, providing users a much better indication of the reception they will get in a given area. We are also making bars 1, 2 and 3 a bit taller so they will be easier to see.

We will issue a free software update within a few weeks that incorporates the corrected formula. Since this mistake has been present since the original iPhone, this software update will also be available for the iPhone 3GS and iPhone 3G.

We have gone back to our labs and retested everything, and the results are the same- the iPhone 4's wireless performance is the best we have ever shipped. For the vast majority of users who have not been troubled by this issue, this software update will only make your bars more accurate. For those who have had concerns, we apologize for any anxiety we may have caused.

As a reminder, if you are not fully satisfied, you can return your undamaged iPhone to any Apple Retail Store or the online Apple Store within 30 days of purchase for a full refund.

We hope you love the iPhone 4 as much as we do.

Thank you for your patience and support.

Apple

Acekard 2.1 For Nintendo DS / DS Lite + 2GB Micro SD Memory Card

The Acekard 2.1 adapter is the latest development in flash cartridge technology made specifically for the Nintendo DSi. The card is also fully backwards compatible and works on the Nintendo DS &Nintendo DS Lite .The Ak2 is an adapter so you can use a microSDHC card (up to 32GB) with your Nintendo DS this allows you to store much more and allows you to benefit from all the following features:

  • Watch movies

  • Play music

  • Browse pictures

  • Read E-Books and more...


Features:

  • Never lose save data

  • Perfect compatibility

  • Supports SDHC MicroSD card

  • Support any brand of MicroSD card

  • Support Action Reply cheats. Build-in editor

  • Built in "Trimming" Function

  • Fully touch screen operation

  • Build-in file operation

  • Support Multi-language


Package includes:

  • 1 x Acekard 2.1 Card (Slot-1)

  • 1 x USB microSD memory card reader / writer

  • 1 x 2GB Micro SD TransFlash Memory Card

Thursday, July 1, 2010

Expert Says iPhone 4 Has the Best Smartphone Display

PCMag ran the Evo, the Droid X, the Droid Incredible, and the iPhone 4 through a gauntlet of tests to determine which really has best display. Here's what DisplayMate President Dr. Raymond Soneira has to say about the results.

PCMag tested the displays for brightness, contrast, color depth, and color accuracy. The iPhone 4's display came out on top, though the Droid X wasn't far behind.

The article by PJ Jacobowitz "Is the iPhone's LCD the Best?" on PCMag.com with lab measurements comparing four high-end smartphone displays is especially interesting because it has the first published lab results for the iPhone 4 Retina display. Below are my own comments for some of the PCMag article results.

The iPhone 4 is 25 percent brighter than the iPhone 3GS, which was the previous record holder, so the iPhone 4 is now the brightness king for smartphones.

Steve Jobs promised a Retina display Contrast Ratio of 800 and PCMag measured 1097, 37 percent more than the Apple advertised spec. That's very impressive because you seldom ever see manufacturers conservatively understate their specs to that degree - but then see my widely reported (and often misquoted) comments on the iPhone 4 Retina Display, where it falls short on that spec. The iPhone 4 is a tremendous improvement over the iPhone 3GS, which only had a measured Contrast Ratio of 138. But note that the Motorola Droid remains the Contrast Ratio king of mobile LCDs with 1436, which I measured in our own DisplayMate Lab tests.

The PCMag lab test result that really surprised and disappointed me was the small iPhone 4 display color gamut, which is only 64 percent of the industry sRGB/Rec.709 standard color gamut that is necessary to obtain accurate color reproduction for videos and photos. As a result all iPhone 4 images will have colors that are somewhat under-saturated and on the weak side. The same was true for the iPhone 3GS and all previous iPhones and iPods. I was really expecting the iPhone 4 to correct that deficiency and perform as well as the Motorola Droid, an IPS LCD that matches the standard color gamut almost exactly and delivers essentially perfect color accuracy images, as good or better than most HDTVs. So the iPhone 4 is disappointing in color saturation and color accuracy, but is state-of-the-art in pixel resolution and sharpness.

On the other hand, the PCMag lab tests found that the HTC Droid Incredible had way too large a color gamut and color saturation, the same as the Nexus One and most OLED displays on many phones. While that often gets an initial "wow" response – even from reviewers who should know better – too much image color and coloration in photos and videos is actually visually worse than too little color. So the iPhone 4's less than ideal weak color is actually visually better and preferable to all of those OLED displays that have excessive color – unless you prefer gaudy colored images.

While the iPhone 4 LCD has a significantly lower Contrast Ratio than OLEDs, which typically have Contrast Ratios of 30,000 or more, it's not particularly relevant for mobile displays because they are typically viewed under bright ambient lighting, where screen reflections of the surrounding ambient light are much greater than the display's own internal black level. The Contrast Ratio spec only applies for viewing in the dark. The iPhone 4's bright screen and low reflectance means that it delivers a much higher REAL screen image Contrast under typical ambient lighting than OLEDs, which are not as bright and have inherently higher screen reflectance than the iPhones. But in dark ambient lighting the OLEDs deliver outstanding Contrast.

In the near future I will be reporting on our own intensive DisplayMate iPhone 4 display lab tests, with in-depth evaluations and analysis and some comments on how manufacturers can improve their mobile displays.

Dr. Raymond Soneira is President of DisplayMate Technologies Corporation of Amherst, New Hampshire, which produces display optimization, calibration, evaluation, and diagnostic products for consumers, technicians, and manufacturers that are also used by hundreds of publications worldwide for editorial reviews for every type of display.

The Revenge Of 2D

A world that is falling in love with 3D needs to know something: A different sort of 3D electrified video game players more than a decade ago. It was supposed to take over. But 2D won't die. In fact, people just might like flatter... better.

The latest 2D Mario game came out in late 2009. It is currently crushing the sales of a 3D Mario game that was released two years before it.

The big games for Nintendo's Wii this fall? They're in 2D.

Some of the most impressive and beautiful games shown at this year's E3 showcase of the hottest video games? 2D.

A Radio Or A Horse?

Gaming in 2D was supposed to be a relic.

It was so easy to believe back in the late 1990s that 2D gaming was the horse the mailman used to get a parcel out to the West, something wonderful for a time but destined for obsolescence.

The great games of the 80s and early 90s had been, mostly, in 2D. Pac-Man played on a tabletop was 2D. Donkey Kong played in a stand-up arcade machine was 2D. Super Mario Bros. and Sonic The Hedgehog games scrolled left and right, maybe up and down, all in the flatness of two dimensions. Tetris, a game about falling squares, was 2D gaming perhaps at its finest.

But in 1996 Nintendo released Super Mario 64, a Mario game in which Mario could run away from the screen, deeper into his world. This was a new kind of Mario game in which your most common view of the video game plumber was his behind rather than his side. For players, we had gone from seeing Mario from the window of an apartment to chasing him down the street.

After I played Mario 64, I figured 2D was finished. The future would be in three dimensions.

Mario's conversion from 2D star to 3D star led to the conversions of game series such as Zelda and Donkey Kong, and, later, Grand Theft Auto from 2D to 3D. They even made Tetris in 3D (on a sphere, and it was pretty good.)

The 3D versions of Mario, Zelda, and GTA were lobbed to the top of Best Games of All Time lists.

Tomb Raider directed gamers to the rear of Lara Croft. Sports games converted from 2D sprite graphics to 3D players and arenas made of polygons. Fighting games transformed from battles waged on flat planes to those set in circular arenas. First-person shooters were 3D as well of course, and all of this made it seem certain that 3D was the locomotive, the truck and the jumbo jet that made the 2D an irrelevant horse.

That's bad history. 2D is not a horse. Turns out it is a radio, a technology that its "better" couldn't make obsolete. Fighting games slumped but have been revived in the last two years by Street Fighter's return to 2D. Mortal Kombat, Street Fighter's Pepsi, is switching back from 3D to 2D as well.

In the shadow of Super Mario 64, Nintendo tried more Mario 3D games, including 2007's Super Mario Galaxy for the Wii. Through April 2010 the game has sold 4,184,000 in the U.S., according to the NPD group which tracks video game sales. Last November, Nintendo released a new 2D Mario game on the Wii. That game, New Super Mario Bros. Wii, through April 2010, has sold 6,101,000 copies. The smart money says 2D Mario is going to lap 3D Mario.

2D isn't dead. 2D is turning to its side and kicking some of 3D's ass.

Why 2D Was Able To Come Back

About a month ago, I reviewed the most recent 3D Mario game, the superb Super Mario Galaxy 2. In my review I praised many things but lamented what I believe is a limitation of games set in three dimensions:

Under even the skilled hands of Nintendo's top creators, a Mario that can move in three dimensions, rather than two, will always be less reliable to control and more prone to imprecise player input. The 2D design in Galaxy is welcome, but it also is a reminder that some of the 3D stuff in this game and the other 3D Marios is tougher because, well, 3D Mario level design is less tight than 2D design. By definition, 3D levels must include an extra dimension. That dimension is an extra variable that allows error, player confusion and frustration. The 2D levels prove to be a reminder that, ok, maybe 3D levels are never going to be as sublime as those in 2D.

Some readers of my review hated this analysis. Some said I was criticizing the game for a fault in my playing skills. We can at least all agree on this fact: Super Mario Galaxy 2 begins... as a 2D side-scrolling game. Its designers recognized the simplicity and purity of 2D design — and perhaps the millions more people who bought recent 2D Mario games instead of recent 3D ones — and started the new 3D Mario flat.

The obvious faults of 3D gaming — problematic viewing angles, challenging controls — were the openings that enabled the return of 2D.

The ability to run through an Indiana Jones-style adventure while staring at Lara Croft's rear end may have been a selling point, but that posterior view was, for a time, considered to be a hazardous necessity. Camera angles were a problem. A game set in three dimensions needed to depict the world that spilled forth in front of the game's hero. But a game set in those dimensions would — unless shown from a first-person perspective — have to put its lead character in the way of the player's view. We witnessed the worlds of these games behind the hero.

If the transition of gaming from 2D to 3D was at all like the transition from watching cartoons to watching a movie, we were left with the uncomfortable visual reality that our lead actors were in the middle of the shot, with their back turned to us. Sure, we could turn them to face us, but then we couldn't see where we're sending our hero next.

Camera problems plagued 3D games and alienated those for whom walking a character through a 3D world was just too confusing. In a 2D game you worried only about the character's movement and actions. In a standard 3D game, you had to move the hero with one control stick and, more often than not, control the game's camera angles with a second. That was the video game equivalent of simultaneously tapping a head and rubbing a belly.

Remedies came here and there. Camera control was sometimes taken away from the player (Mario creator Shigeru Miyamoto once told me that the advantage of spherical worlds in Super Mario Galaxy was that they allowed for simpler camera angles shot from an overhead camera, decreasing the likelihood of player disorientation). Sometimes, as in the breakthrough 2005 game Resident Evil 4, the lead character was shoved out of the way, positioned at screen-left which lessened the aesthetic problem of having the hero's back be the game's visual focal point. Camera and control challenges remained.

2D was and still is simpler and more pure. 2D gaming is also what many gamer adults grew up with, which means that more than a decade after Super Mario 64, 2D can still be more marketable.

Kensuke Tanabe, a game designer at Nintendo who is now overseeing a 2D revival of Donkey Kong for the Wii this fall, told Kotaku last month in Los Angeles that the runaway popularity of the the 2006 New Super Mario Bros. DS helped revive 2D gaming. "It brought a lot of people back into the fold and all of a sudden a lot of people were playing 2D Mario again," he said. "And some people it seems feel that moving around in a 3D environment can be a little bit difficult for them, though not all players."

Tanabe's Wii game, Donkey Kong Country Returns joins Kirby's Epic Yarn as two of Nintendo's three marquee games for the Wii this holiday season, both set in 2D. He says Nintendo will continue to make games for both the 3D gaming crowd and the 2D crowd. "It's not a single thrust we're pushing for. It's a two-prong approach." The fact that he describes it as a bifurcation highlights the reality of gaming today:

There are 3D gaming people.

And there are 2D gaming people.

Some of them will not cross over.

For years, 3D gaming people may have felt triumphant, but what must they make of one of the claims Nintendo had at this year's E3 gaming expo? Company officials hyped their new Nintendo 3DS which offers that other kind of 3D, the type you usually need glasses for. One advantage of gaming on the 3DS is that it might help people who play a game like Super Mario 64 (that older style of 3D) more accurately judge where their character is standing in his game world.

Using 3D to solve 3D's problems?

No wonder 2D still has a chance to succeed.

Keiji Inafune used to make 2D games. Now, as the top developer at Capcom, he mostly oversees 3D games. Guess what he wants to do again? "Obviously as the creator of Mega Man, one of the more popular side-scrolling series out there, for me [the resurgence of 2D] is a welcome comeback in gaming," he told Kotaku last month. "I knew there was always a certain core audience that likes sidescrollers, but it's nice to see that they're still able to supercharge other people. I think there is a certain sort of gameplay feeling to sidecrollers you can't necessarily get in 3D games. I'm glad they've stuck around and I'm interested in creating some myself in the future."

2D As Futuristic Visual

As movie studios rush to make films in 3D, they do so with the sense that there's money there because there is immersion there. Like many a game company before and after them, the movie studio buys into the idea that the technology that will make something feel more real, more authentic, is what the audience most wants. They make many of today's game developers seem enlightened.

In gaming, for once, it is not all about technology. 3D is a buzz term, but it's not the only goal. Like the filmmakers of the color film era who recognized that there is still an aesthetic virtue to film in black and white, even today's biggest game companies have rediscovered the visual glories and practical advantages to sometimes setting a game in 2D. The old-fashioned 2D look can even still be marshaled to display something that looks cutting edge.

See the stellar graphics of this fall's Kirby's Epic Yarn.

See this spectacular visual gimmick from the next Castlevania game, the latest in a series that has struggled with each attempted transition from 2D to 3D, though a new attempt will again be made late this year.

By year's end, expect a 2D game, Limbo, to be a contender for the best gaming graphics of 2010, the kind of accolade that has been awarded to 3D games for a decade.

The resurgence of 2D as a method for displaying wonderful visuals is another indictment of the imperfect adoption of 3D. There are beautiful 3D video games, but their creators struggle with the same thing their players do, the inability to frame a shot cleanly, to depict a specifically-proportioned scene. 2D design allows developers to retain that artistic command.

The 2D-3D Compromise

Later this summer, Nintendo will release a new Metroid game. The series used to be in 2D, to much acclaim. It switched to 3D several years ago, to skepticism and then more acclaim. The newest Metroid, subtitled Other M, will be a hybrid of sidescrolling 2D-inspired adventure and intermittent 3D perspectives. The game may present the solution, the successful utilization of the best of 2D and 3D. Or it may be a jumble.

It's safer to expect the future of gaming to continue its 2D and 3D split. We know now that 2D is resilient, that it is back from its late-90s winter to enjoy an endless spring. Its relevance has been proven, its appeal paid for by millions.

The flatness of 2D won't turn back the rise of 3D, but the flatness of 2D can no longer be denigrated or dismissed. We are in a world gaga for 3D. But deeper, more immersive is not the equivalent of better. There are 2D people, people. Their favorite worlds are flat — cutting edge and beautiful.