Ben Heck gets into the pinball business for real, pre-orders begin in January

Ben Heck's Zombie Adventureland

Benjamin J. Heckendorn, the name likely conjures images of shrunken gaming consoles and specially modified controllers. But the modder extraordinaire also has an unapologetic love for pinball. He completed his first flipper project in March of 2007, a Bill Paxton-themed machine loaded with classic quotes from the actor. Then in 2011, he undertook an amazingly complex game based on the beloved, meandering (and highly overrated) show Lost. Now he’s teaming up with John Popadiuk, a renowned maker of limited run pinball machines, to offer his chrome-balled gaming visions to the public. The two are working together on a creation called Ben Heck’s Zombie Adventureland. All the artwork will be hand-drawn and each machine hand-assembled. How many will be made and how much it’ll cost for the privilege of putting one of these in your home or arcade (or home arcade) is still a mystery, but pre-orders begin in January and you can bet they’ll sell out quickly.

Ben Heck gets into the pinball business for real, pre-orders begin in January originally appeared on Engadget on Tue, 25 Oct 2011 13:38:00 EDT. Please see our terms for use of feeds.

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How The Gadget Show built its FPS simulator (video)

Remember The Gadget Show’s FPS simulator that we showed you last week? Armed with naught but a pre-release level of Battlefield 3 and £500,000 ($650,000), it transformed a Birmingham studio into the sort of game room only multi-billionaires can dream of (as long as the dreams involved getting shot back, the sim comes packing paintball markers). The episode, which shows how this slice of gaming greatness came to be, has just finished airing here in the UK, where streaming and catch-up services aren’t available to those outside the country. Fortunately for you lot, our friends at the show have uploaded the feature for you to watch in all its glory after the break.

Continue reading How The Gadget Show built its FPS simulator (video)

How The Gadget Show built its FPS simulator (video) originally appeared on Engadget on Mon, 24 Oct 2011 16:00:00 EDT. Please see our terms for use of feeds.

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How Apple’s A5 Chip and iOS 5 Will Change Mobile Gaming

A screenshot of Infinity Blade II on the iPhone 4S illustrates the fine graphical detail enabled by Apple's A5 processor. Image: ChAIR Entertainment

If the last two weeks of mainstream press coverage are to be believed, the only relevant features in Apple’s new iPhone 4S are Siri, the phone’s remarkable digital assistant, and the new 8-megapixel camera, which delivers near point-and-shoot image quality to Apple’s mobile platform.

But there’s one other feature that’s largely been ignored, even though it too was demoed at the iPhone 4S debut: Apple’s A5 processor, which grants exciting new opportunities for iOS game developers.

The 1GHz dual-core A5, along with various aspects of iOS 5, have the potential to seriously supercharge gaming on both the iPhone 4S and iPad 2 (which uses the chip too). At Apple’s iPhone 4S launch event, we were shown a demo of Infinity Blade II, and its graphics were impressive enough to wow even jaded console enthusiasts and PC gamers.

In your curiosity duly piqued? Here are some of the virtual sword-clashing, adventure-questing and strategy-pondering improvements we can look forward to as game developers explore (and hopefully implement) Apple’s latest updates.

7X Graphics Power for Fancier Rendering Effects

Smartphones and tablets are great gaming platforms, but they have typically placed us in graphically simple visual environments (think Angry Birds or Scrabble). But now that Apple’s A5 processor is available in both iPad 2 and the iPhone 4S, game developers can go hog wild in designing graphically intense 3D worlds for iOS, confident of a growing installed base of Apple’s fastest mobile chip.

As Perry Tam, CEO of iOS gaming company Storm8 told us, the A5 processor will “certainly help remove some restrictions for developing games that demand more CPU power.”

According to Apple, its A5 processor delivers CPU performance twice as fast as its previous chip, along with seven times faster graphics processing — and all without additional battery life penalties.

“The A5 chip is very, very fast,” says Donald Mustard, creative director at ChAIR Entertainment, the Epics Games studio that developed Infinity Blade II. “[Game developers] love power. Extra power allows us to do more of everything.”

That “everything” includes high-end rendering techniques. At Apple’s iPhone event, Mike Capps of Epic Games said some of these techniques aren’t even used in top-line gaming consoles. For example, the A5 chip allows Infinity Blade II to include insanely detailed graphical flourishes, such as light rays shining through trees, character shadows cast on the game environment, koi swimming in a pond, and individual dandelions blowing in the wind.

The increased processing power enables richer, more cinematic gaming experiences, bringing iOS gaming much closer to what you’ll find on consoles, if not gaming PCs. Indeed, now it would seem that touch-based game control, and not graphics firepower, is the primary hurdle preventing iOS devices from becoming ideal platforms for shooters and other action games.

iCloud Delivers Seamless Gameplay Narratives

“iOS 5 is really slick,” Mustard says. “The best thing it offers to developers is iCloud.”

Mustard described how he was playing Infinity Blade II on an iPad 2. His character had just finished a fight, and picked up a sword that had fallen on the ground. Mustard then opened up Infinity Blade II on his iPhone 4S — and began playing the game exactly where he had just left off, his character with sword in hand.

“Seamless syncing across devices is a huge thing for gaming,” Mustard says. The iCloud feature enables users to effortlessly transition a game-in-progress from one iOS 5 device to another, allowing for an uninterrupted gameplay narrative as they move from, say, their subway seat to their couch, or even from room to room.

iCloud offers other unique benefits that game developers can begin coding for in updates and new titles. In Infinity Blade II, for example, users will find a new community-based gameplay mode called Clash Mobs.

It works like this: You get a notification that a big monster is available to fight for the next 24 hours. The monster is loaded with 1 million hit points. You fight him, knocking off 10,000 of his hit points. The monster now has 990,000 hit points. Thousands (if not millions) of other gamers take their hacks at the same bad guy, and together you work in concert to take him down, unlocking weapons and other features.

But that’s just one example of crowd-sourced gameplay. Other group-based challenges could be incorporated in a wide variety of games and game types. Just as the original iPhone’s accelerometer gave us the entirely new genre of physics-based gaming, we should expect developers to respond to iCloud with similar innovation in community-based gaming — leading to novel new modes of play we can’t yet imagine.

A New Twist in Turn-Based Gaming

Asynchronous turn-based gaming: It’s a fussy phrase that describes something quite simple. In effect, iOS 5 lets you play turn-based games against friends in a non-live, non-real-time environment. In iOS 4, both players had to have their apps running at the same time to, say, play a game of chess. But now, thanks to asynchronous turn-based gaming support, you can play all variety of turn-based games at a much more leisurely, convenient pace.

After you play your turn, a push notification is automatically sent to your competitor — who can act immediately, or pick up the game when time allows. And via the iOS Game Center app, which was added in iOS 4, players can manage multiple games-in-progress to keep up with the action (or whatever passes for action in the asynchronous turn-based gaming paradigm).

“The ability to play turn-based games asynchronously with your friend via Game Center in iOS 5 makes mobile social gaming even more convenient on mobile devices, which people tend to pick up and put down throughout the day,” says Tam, whose company developed a turn-based game called Cannon Ball, pictured here.

“Turn-based games used to require a separate infrastructure that cost the developer time and money,” Tam says. “iOS 5 takes care of that for you.”

And that means developers can spend more time creating rich, well-designed gaming experiences with more creative twists.

Connecting With Friends

iOS 5 makes it easier for you to discover new games in Apple’s Game Center by exposing the preferences of your trusted confidantes. Specifically, Game Center can now make recommendations based on what your friends (and non-friend competitors) are playing. iOS 5 users can also connect with friends of friends without knowing their email addresses or nicknames.

Players can now also download games directly from Game Center if they see one of their friends is playing a game they don’t already have. Before, you had to exit Game Center and go find the game in the App Store.

“This is a major benefit to developers because it makes it that much easier for people to get involved with a new game,” Tam said.

The Overarching Upshot: More Games, More Updates

Platform updates always pose a challenge to game developers: Should they start coding their games for the new hardware and software, confidant of an enthusiastic (and large) installed base? For that matter, should they go back and update previous versions of popular titles, if only to take advantage of a few new features?

Tam believes that as developers get more familiar with what iOS 5 and the A5 have to offer, we’ll see a lot more games that incorporate these new features. In fact, says Tam, updating a game to take advantage of these features, or even creating a new game from scratch, is “very easy to do.”

Easy: It’s a relative term. Nothing about the graphics of Infinity Blade II looks that “easy” to pull off. But one thing’s for sure: Apple’s latest hardware and software updates are great news for mobile gamers, and the pressure is on developers to innovate.

What iOS games would you like to see updated with new features described above? Please tell us in the comments section of this article.


A New SimCity is in the Works!

This article was written on June 10, 2007 by CyberNet.

There is some fun on the horizon for SimCity fans as news beings to break of a new version. The new game will be called SimCity Societies, and if keeping with their 4-year release cycle it should be available some time this year. And the graphics, well, if you’ve played SimCity before I’m sure you would say that they have improved:

Simcity Societies
Click to Enlarge

I used to play SimCity all of the time ever since I got addicted to SimCity 2000 back when it was released in 1995. Oh come on, don’t pretend like you don’t remember the game. It was the one with self-contained Arcologies that could hold hundreds of thousands of people, and the riots that would never leave you alone. And you can’t forget about taxes…if you raise them people leave your city, and if you lower them you go bankrupt. Ahh the memories:

SimCity 2000

So now I have to prepare for this new version. I own them all so far…I think I still even have the SimCity 2000 box and "guide to winning" stashed away somewhere. I’m a little worried though, because SimCity 4 was pretty tough compared to the other versions. There was so much to manage that it became difficult a lot of times and I ended up failing. So I’m sure SimCity Societies will at least be equally as hard.

The downside to this? Maxis isn’t the one developing the game. The reins have now been handed over to Tilted Mill Entertainment who, according to the President of Tilted Mill, have changed the game a little bit:

This SC is not a realistic urban simulation, which I understand, to many, represents the heart of what SC is. No one is blind to that. And if you’re just completely turned off, even angered by the mere notion of any game called "SimCity" that is not a detailed, realistic urban simulator, I absolutely understand that viewpoint, and absolutely respect it.

…and he then went on to say:

So I must make it crystal clear that, like all SimCity games, this game is a city-building game. It is a city-building simulation. It is a city simulation. It is an urban simulation game. It is a game in which you build cities. Its focus is not on realism and detail (but that’s not to say it lacks those things either).

I’m not so sure that’s a good thing. I’ve always had fun building a "realistic" city, but it looks like that could be changing. :(

Source: 1Up [via Joystiq]

Copyright © 2011 CyberNetNews.com

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Razer Synapse 2.0: take your fussy gaming setup wherever you go

Ever go to a LAN party and find it’s taking too long to get your gear set up the way you like? Probably not, especially if you own a Razer or other gaming mouse that stores your preferences on its internal memory. Still, it would be far easier if your tweaks were stored in the cloud and available everywhere — which is the thinking behind Synapse 2.0. All of your button, axis and sensitivity adjustments will be available for you to pull down and use with the company’s range of peripherals if you’re at home, the LAN center or at work (after hours, of course.) The service is currently in internal beta but 500 lucky Razer Naga owners will get access to the second beta if they sign up at the source link below. There’s also a press release — scroll down at 5600dpi and click “Read More.”

Continue reading Razer Synapse 2.0: take your fussy gaming setup wherever you go

Razer Synapse 2.0: take your fussy gaming setup wherever you go originally appeared on Engadget on Fri, 21 Oct 2011 14:04:00 EDT. Please see our terms for use of feeds.

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PS Vita’s Twitter app shown off in Hong Kong, we go hands-on (video)

Here’s a little souvenir for Twitter addicts eyeing the upcoming PS Vita: at today’s debut event in Hong Kong, we got to see said console’s Twitter app in action for the very first time, and we were also fortunate enough to get some exclusive hands-on time with Sony’s in-house software. As you can see in our video after the break, the overall design feels very much in line with Twitter’s standard ID: the same shade of blue, the usual tabs on the left column, slick elastic scrolling in the timelines, and support for geotagging, hash tags plus photo attachment while tweeting. No surprises here, but hey, the app worked well for us.

That said, we were told that the app wasn’t quite finished yet, and Sony still couldn’t confirm whether this — along with the other dedicated apps like Skype, Foursquare and Facebook — will be ready for download by the time the Vita launches in Hong Kong on December 23rd (just a tad later than Japan’s launch on the 17th). In case you’re wondering, the Vita there will cost HK$2,280 (US$290) for the WiFi version and HK$2,780 (US$360) for the 3G flavor, both unsubsidized but cheaper than their Japanese counterparts. Of course, given that the console isn’t region-locked, feel free to go do some shopping in Hong Kong then — just save some for the locals, OK? Also, check out our gallery below for some close-up shots of the Vita’s music and video apps.

Continue reading PS Vita’s Twitter app shown off in Hong Kong, we go hands-on (video)

PS Vita’s Twitter app shown off in Hong Kong, we go hands-on (video) originally appeared on Engadget on Fri, 21 Oct 2011 06:20:00 EDT. Please see our terms for use of feeds.

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Sony’s Kazuo Hirai: liveblog from AsiaD!

We’re back! AsiaD‘s concluding today, but we’ve got a couple of big hitters left on the schedule. Kicking things off this morning — yeah, it’s morning, we’re in the future — is Sony’s Executive Deputy President, Kazuo Hirai, and we’re guessing he’ll be shooting it straight regarding the PS Vita, those nasty “outages” and whatever else he feels like keeping us abreast on. Join us after the break for the blow-by-blow!

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Sony’s Kazuo Hirai: liveblog from AsiaD! originally appeared on Engadget on Thu, 20 Oct 2011 20:06:00 EDT. Please see our terms for use of feeds.

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Nyko Zoom for Kinect hands-on

Microsoft’s next Xbox 360 Dashboard update may be packing enough deep Kinect integration to make your inner Anderton tingle with glee, but it won’t do you much good if you live in a shoebox apartment, cramped dorm, or happen to own a couch. For all of its fun tricks, the Xbox’s depth sensor is woefully farsighted, and doesn’t play nice if you stand too close. What’s a motion loving, spatiality challenged gamer to do? Well, we’ve heard of one option.

Nyko announced the Zoom for Kinect quite some time ago, making lofty promises of reducing the sensor’s minimum required play distance by up to 40 percent. It performed notably well when we gave it a whirl at E3, but with Redmond’s Kinect heavy Dashboard redesign just around the corner, we thought we’d give it a second look.

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Nyko Zoom for Kinect hands-on originally appeared on Engadget on Thu, 20 Oct 2011 11:40:00 EDT. Please see our terms for use of feeds.

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Logitech release MW3 gaming mouse and keyboard, for people who can’t get enough Soap

If the thought of spending $160 on Modern Warfare 3-branded peripherals appeals then twitch your trigger fingers at Logitech’s new Gaming Keyboard G105 and Laser Mouse G9X. Both are slathered in MW3 logos (so you don’t forget what you’ve consigned yourself to for the next year) and come with some essential FPS features. The keyboard has “night-vision green” LED backlit keys, six programmable “G” keys to record macros and a game/desktop mode switch for those rare moments when you’re really not meant to be MacTavish. Meanwhile, the mouse has on-the-fly adjustable DPI, up to five different player profiles, a color display and 28g (one ounce) of extra weight to adjust the mouse balance against your hand. They’re both available from the Logitech website and will set you back $80 each.

Logitech release MW3 gaming mouse and keyboard, for people who can’t get enough Soap originally appeared on Engadget on Tue, 18 Oct 2011 09:32:00 EDT. Please see our terms for use of feeds.

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Spyro figurines bridge the console divide, bring flame-grilled peace to the world

Kids lacking the imagination to bring their own toys to life now have the option of letting a games console do it for them. Skylanders: Spyro’s Adventure has teleported into stores, boxed with three toy figures and a ‘portal device‘ that brings them to life in-game. The bundle totals up at $70, and Activision is billing it as the “first true cross-platform game”, with the toys playing nice across Wii, Xbox 360, PlayStation 3, 3DS and iOS versions. The statuettes, which connect to the portal peripheral through embedded RFID tags, also store game data across platforms. The business plan presumably involves groups of kids investing in Spyro’s latest yarn and swapping characters amongst themselves, while holding onto their own precious in-game achievements. If your little brother has trouble trading with friends who couldn’t care less about the antics of lava-belching monsters, they can always can stump up an extra $8 for new figures. Click ‘Read more’ for some explanatory cartoon violence.

Continue reading Spyro figurines bridge the console divide, bring flame-grilled peace to the world

Spyro figurines bridge the console divide, bring flame-grilled peace to the world originally appeared on Engadget on Mon, 17 Oct 2011 12:25:00 EDT. Please see our terms for use of feeds.

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