Augmented Reality Ghost Hunting Creeps Into App Store

ghosthunt

I ain’t afraid of no iGhost! I’m referring to the lame ghosts in this app Augmented Reality Ghost Hunting (ARGH), for the iPhone. The app festively debuted on this glorious Friday the 13th, and I guess it’s supposed to creep us out, but it just got me giggling.

The objective of ARGH is to use your iPhone as a paranormal viewfinder to locate and capture ghosts in your general area. A color meter in the app tells you whether you’re getting closer to a ghost (red means warmer); once you point your camera at the proper location and see the cartoon-ey ghoul, you can tap a button to capture it.

I tested the app in Wired.com’s newsroom, and it actually took a bit of wandering around with my iPhone until I spotted a ghost — so I guess it could double as a fitness app, too.

ARGH felt like a short-lived gag for the most part, but we’re excited to see what other types of augmented reality games emerge as smartphones become more powerful and capable. Georgia Tech’s augmented reality zombie shooter, which uses a prototype phone, is a great example of what we can expect.

ARGH is $2 in the iPhone’s App Store. See a video of ARGH in action below.

Download Link [iTunes] via Laughing Squid


NicoNico Douga Video Drives Out of the Window

We’ve previously reported on this site about the official Rakuten Auction channel on NicoNico Douga. Now here’s another corporate-endorsed video, one that appears to smash, literally, out of the screen. Get in the driving seat for the Need For Speed: Shift video, a showcase for the Electronic Arts racing video game.

On top of the usual user comments scrolling across the screen, you will soon notice the damage caused by the reckless driver: grass spraying to the left, the screen “windshield glass” smashing, the text boxes collapsing…

need-for-speed-shift-niconico-douga-1

It is interesting to note here how an American video game company is using a highly Japanese media to interact with local users in an original way. NicoNico Douga continues to be one of the most creative online forums around: we’ve previously reported on the Excell spreadsheet animation that caused a storm.

However, this is not completely new, nor is it limited just to Nico Nico Douga. Just last year there was the Warioland Shake-It YouTube video that literally seemed to destroy the window you were watching the video in…

Zune HD 3D games video hands-on

It took us a tick to get our Zune HD loaded up with those new 3D games that were released this morning, but we thought you might want to check out a quick hands-on. That Tegra chip is no joke — the graphics in PGR: Ferrari Edition are easily on par with the PSP and quite possibly better, with intricate textures, high-quality reflections, and smooth framerates. The other games aren’t nearly as intense, but they’re just as smooth. Best of all? They’re free — although you will have to look at a Zune ad while they load. Not the worst tradeoff in the world, but we’d love to see what paid app developers could do if Microsoft would open this beast up. Check the video after the break.

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Zune HD 3D games video hands-on originally appeared on Engadget on Wed, 11 Nov 2009 13:58:00 EST. Please see our terms for use of feeds.

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10 Classic Analog Games Defiled By Digital

So, I’m doing the Mindflex game review, and I start thinking about the evolution of classic board games. Personally, I like the fact that many of them got a 21st century makeover. These 10 games may have purists thinking otherwise.

For the most part, do you consider these digital upgrades as good or bad ideas?

The Mindflex Brainwave Game Gives Me a Headache

Mind control games like Mindflex are poised to be a big seller this holiday season, but is it really worth spending $80 on? It gives me a headache just thinking about it.

The Game

The object of the game is simple. You must manipulate the vertical movement of the ball using the power of your thoughts. The headband detects the intensity of your brainwaves—the harder your concentrate, the higher the fan in the unit will elevate the ball. Clearing your mind makes the ball descend. Horizontal movement is controlled by a knob on the base. There are five game modes: Freestyle, Mental Marathon, Danger Zone, Chase the Lights and Thoughtshot. Each challenge provides a different test of your ability to guide the ball through a series of customizable obstacles around the track.

The Verdict

It works (to a degree). Granted, it takes a little practice to master but, clearly, the Mindflex game does read and respond to your brainwaves/concentration level. I was able to alter the fan speed to raise and lower the tiny foam ball at will, although there were times when the accuracy or response time was less than stellar. Occasionally, I would relax and clear my mind only to find the LED concentration indicator (and the ball) rise to its highest level. There were also times when I would be concentrating hard, but nothing would happen. Maybe it’s the game, maybe it’s my awesomely complex brain—who knows.

There are five different game modes, but I spent most of my time in “Freestyle” trying to improve my accuracy. I wasn’t all that thrilled with manually guiding the ball around the course with the control knob, but I will admit that the customizable obstacles were a fun challenge—especially the funnel cannon.

You may think differently, but I’m not the kind of guy that finds this type of game interesting for long stretches of time. Although, it would be awesome if the technology matured enough to integrate it into a more complex, multi-dimensional board game. For now, Mindflex seems like something you would whip out at a party to impress your friends until everyone got a headache and stopped after 30 minutes. Speaking of headaches, I have to warn my big-headed brethren that the headset can be massively uncomfortable. I had it on it’s biggest setting, but the metal sensor on the inside front part of the band was still digging hard into my gigantic grape. Plus, the clips on your ears don’t help matters.

It responds fairly well to your concentration levels.


The customizable obstacles can be a fun challenge.


Some may find the game boring after the novelty wears off.


The $80 price tag is steep.


The headset can be uncomfortable.

[Mindflex]

Nintendo N64 Emulator Coming to iPhone

mario-touch

I love Nintendo, and I especially love Nintendo games. This is why I hope that one day, the Gameboy line (of which the DS is surely a part, despite the name) will die. Why? Because then the big N, like Sega before it, will sell its real talent – the software – to other console makers. This is a roundabout way to say that I want Super Mario World on my iPod Touch.

This is unlikely to happen for a while, but owners of the latest and fastest (and jailbroken) iPhones and iPod Touches will soon be able to play N64 titles on their devices. ZodTTD, previously seen here on the Lab for his VLC port to the iPhone, promises to follow his GBA emulator with the rather juicier home console, which was home to the fair MarioKart 64 and the awesome, time-sucking GoldenEye. ZodTTD says that, because of the new hardware graphics accelerators inside the iPhone 3GS and the bigger of the new iPod Touches, they should be able to handle most, if not all, game ROMs from the N64.

Rightly, though, ZodTTD is worried about handling the huge number of buttons on the N64 controller, which were very intuitive in 3D hardware but almost impossible to translate to a touch-screen:

I’m somewhat light on details at the moment due to wanting to balance the hype. Things look good for this project though. Only thing I’m concerned about is currently software based controls. I would like to keep my current software based controls with overlays in use, if possible.

One day, we may be able to buy these games direct from the App Store. Until then, it’s just a jailbreak (and a short wait) away.

Did he say N64?! For the iPhone and iPT3G!? [ZodTTD via All Tech Related]

Photo illustration: Charlie Sorrel


‘Endless Racing Game’ iPhone demo video isn’t endless, is endlessly entertaining

We’re not going to bore you with details, but we are going to tell you that it’s more than worth your while to watch this demo video for the iPhone title “Endless Racing Game.” We can’t attest to how fun (or not fun) the game is to play, but the clip is certainly worth your 90 seconds of attention. Check it out after the break.

[Thanks, Lena]

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‘Endless Racing Game’ iPhone demo video isn’t endless, is endlessly entertaining originally appeared on Engadget on Mon, 02 Nov 2009 10:28:00 EST. Please see our terms for use of feeds.

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Beer + Videogames = A Kegerator for the Ages

The Arkeg would seem to have almost everything a Wired reader (or editor) would like: Beer. And videogames.

What else is there?

Indeed, we’ve enjoyed playing (and drinking) with the Arkeg for the few short weeks that it has been in our offices for testing.

It’s a big, vertical arcade-style console. Inside, there’s a Windows XP computer running an emulator, and it’s loaded up with arcade classics like Asteroids, Joust, Street Fighter 2, Mortal Kombat, Rampage and lots more. All that is wrapped up in a friendly interface that’s easy to navigate using the classic controls on the front (two joysticks, two trackballs and an array of highly mashable buttons). One- or two-player games are as fun to play as they were in the videogame arcade back in the day. Only, instead of putting quarters into it, you’re getting beer out of the Arkeg’s convenient side tap.

Unfortunately, there are a few downsides. There’s no place to put your beer — a cup holder or a flat shelf would have been nice. The Arkeg seemed to have some trouble keeping our test keg cold (it required some fiddling and some troubleshooting from the manufacturer). It only holds a paltry 5-gallon “Corny keg,” not a full 15.5-gallon half-barrel. And it costs about $4,000.

But hey: These are quibbles when it comes to the facts: The Arkeg offers both videogames, and beer, and what’s not to like about that?

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Review: Rock Band for iPhone Looks Nice, Plays Rough

rockbandIt was inevitable: The phenomenally popular rhythm game Rock Band has jammed into the phenomenally popular iPhone. Indeed, the mobile version shows loyalty to the console title, delivering elegant graphics, flashy animations and, of course, a store to purchase more tunes. But the iPhone game is loyal to a fault, because the Rock Band experience just doesn’t translate very well onto the handset’s touchscreen interface. Plus, it’s too expensive.

Rock Band for iPhone retains the interface in which colorful “notes” scroll down a screen, requiring you to match them once they reach the bottom. In the iPhone version, you tap the respective color for a note to play it — same gameplay for each of the four instruments: lead guitar, bass guitar, drums and microphone. You heard right: even for the microphone you’re tapping notes to sing; you don’t actually get to sing into the iPhone’s microphone (which seems like a missed opportunity).

The gameplay sounds easy, but those skinny, rectangular bars representing the notes are pretty difficult to see on the iPhone’s screen as opposed to a large television. It’ll take some time — lots of missed notes and failed “performances” — getting used to the game, and bottom line, it just isn’t that fun. (Disclosure: I speak from the perspective of a Rock Band enthusiast who plays expert mode on all the instruments for the PlayStation 3 game.)

rockband2Playing guitar is especially rough. In the console version, there are many incidents where you must hold multiple frets and strum to play a chord. The iPhone’s touchscreen is too small for these gestures. It creates an ergonomically awkward experience, which isn’t anything like the joy of shredding a plastic guitar for the console system.

And then there’s price. The Rock Band Music Store (right) sells songs in packs of 2 for $1. For the console version, tracks costs $2 a piece, which seems like a reasonable amount to pay to entertain a living room full of guests. But $0.50 per track to tap around to songs on your iPhone? Over time, including the cost of the game ($10), you could be spending a pretty hefty amount.

The result of Rock Band for iPhone unfortunately appears to be the case where a big software developer (Electronic Arts) believes its game is so popular that it needn’t be modified much in order to attract mobile customers. We think it needs some adjustments in gameplay and pricing to be a compelling iPhone game. Currently it’s no. 3 in Apple’s list of Top Grossing apps in the App Store, but we doubt this will stay popular over a long term.

We’re willing to bet most iPhone customers will stick with Tap Tap Revenge, which demonstrates a smarter understanding of how to create an enjoyable rhythm game for the iPhone. For notes, rather than squint-inducing rectangles, Tap Tap Revenge displays glowing dots, which are much easier to see and tap on the iPhone’s touchscreen. The latest version, Tap Tap Revenge 3, is priced at a reasonable $1 and introduces a music store charging 50 cents per track as well.

Update: Corrected an error about song pricing for Rock Band.

Product Page [Electronic Arts]

Download Link

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Sony PSP Go game dev taken aback by lofty ESRB rating costs

Nothing really new here — the ESRB has been charging a nominal fee to get its saucy logos on your game for years upon years now — but the discussion of fairness has recently surfaced with the introduction of Sony’s UMD-less PSP Go. A few game developers are voicing concerns about the amount the ESRB charges (we’re hearing around $2,500) in order for their titles to receive a rating, particularly when those very same titles don’t have such a costly requirement in Apple’s App Store. Subatomic Studios, for instance, can charge $2.99 for the iPhone version of Fieldrunners, while the same game is priced at $6.99 on the PlayStation Store. Naturally, the ESRB would love to get in on App Store ratings, but it’s hard to say just how long (if ever) that cracking process will take. So, any of you devs put off by the ESRB fee? Put off enough to sidestep PSP Go development altogether?

[Via Joystiq]

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Sony PSP Go game dev taken aback by lofty ESRB rating costs originally appeared on Engadget on Mon, 12 Oct 2009 09:56:00 EST. Please see our terms for use of feeds.

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