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    by Published on June 20th, 2009 20:30

    But in a good way. See, my biggest criticism of PlayStation Home is that it's sterile. Boring. But this Saturday night, that sterility will be temporarily relieved. By this...dance-off...thing.

    Apparently it's a dance-off between humans and hamsters. Presumably with lots of grinding. And with a Stay Puft Marshmallow Man somehow involved. It's all a little hard to come to terms with, but at 8PM PST this Saturday night, if you find yourself spending the night in, you may as well check it out, let me know if you see a breakdancing Marshmallow Man.

    Sony: Home needs more stuff like this. You've spent years of manpower and millions of dollars building the thing, you may as well have a little fun with it.

    http://kotaku.com/5297671/playstatio...-lost-the-plot ...
    by Published on June 20th, 2009 20:29

    Hey all,

    in case you're all interested, we ported an emulator to the iPhone and submitted it to Apple for approval; however, it was rejected. Any support you show would be greatly appreciated!

    touchArcade and pocketgamer

    Cheers,

    Stu

    Heres the newspost from Link above

    iPhone developer Manomio has been secretly working on a major App Store project for the past year that has just been completed, but may never see the light of day in its current form. Readers may remember Manomio as the developer behind the iPhone version of classic game Flashback. Manomio's slogan is "In Retro We Trust" and their mission statement is to bring classic game titles to the leading handheld devices such as the iPhone.

    What Manomio has done is to create a fully licensed Commodore 64 emulator for the iPhone that can play classic games and even run Commodore 64 BASIC. The full list of features are as follows:

    Full speed, Commodore 64 emulator
    SID sound emulation
    Auto-save, to continue exactly where you left off
    Realistic joystick and beautifully crafted C64 keyboard
    Portrait and Landscape play
    Vertical and Fullscreen gaming (auto rotate for iPod users)
    Did I mention it was legally licensed?

    Despite some initial work on the project last year, Manomio had originally decided to abandon the project due two main reasons. 1) a lack of licensing rights for the Commodore 64 and 2) the question of whether or not an emulator would be allowed in the App Store.

    Manomio, however, ended up connecting with Kiloo Aps who happens to own the license for the Commodore 64 and ultimately managed to sign the proper deals with both Kiloo and Commodore Gaming.

    Manomio then contacted Apple Europe in the UK and detailed what they were planning to accomplish and according to Manomio's CEO Brian Lyscarz, "Apple seemed really excited" and so he felt safe that they would sanction the final app. With that assurance in hand, Manomio proceeded to secure the necessary licensing from individual publishers and finalize work on this major project.

    It all came to a head last week, however, when Manomio confidently submitted C64 for iPhone along with 3 individual gamepacks (officially licensed) to use along with the emulator. All seemed fine until Manomio received the dreaded App Store rejection email:


    Thank you for submitting C64 1.0 to the App Store. We've reviewed C64 1.0 and determined that we cannot post this version of your iPhone application to the App Store because it violates the iPhone SDK Agreement; "3.3.2 An Application may not itself install or launch other executable code by any means, including without limitation through the use of a plug-in architecture, calling other frameworks, other APIs or otherwise. No interpreted code may be downloaded and used in an Application except for code that is interpreted and run by Apple's Published APIs and built-in interpreter(s)."

    As originally feared, Apple had rejected their app based on the SDK clause specifically prohibiting interpreted or executable code.




    Even aside from Apple Europe's early assurance, Lyscarz pointed out to us that there are a number of apps in the App Store that do exactly the same thing from CHIP-8 emulator, programmable calculators and, of course, Frotz, a Z-machine interpreter. Lyscarz is understandably frustrated with the process after having spent so much of his company's time and money into the project. Lyscarz continues to hope that C64 might still be approved.

    Here's a video of the game in action. Not all the games shown would be included in the initial launch, but Manomio hopes to eventually obtain licensing for these games as well.

    ...
    by Published on June 20th, 2009 20:26

    A storm's brewing over a wave of thefts relating to gamers' online game accounts, through which criminals are accessing bank account details and selling on victim's hard earned work.

    The new research has been conducted by Identity and Privacy company Garlik, which boasts Tim Berners-Lee, inventor of the internet, as one of the members of its advisory panel.

    According to Garlik the worrying trend of gaming ID theft is seeing MMO and console log-ins sold and traded, not only robbing the original owner of the effort they put into the game, but in many cases using their information to get access to bank accounts.

    Through most gaming IDs criminals can also access aspects of the owner's identity, says Garlik, for more traditional identity theft that could see the information used for passports or to gain credit in their name.

    The company's put together a list of tips to help gamers avoid the problem. We'll let you know what they are as soon as we get them.

    http://www.computerandvideogames.com....php?id=217901 ...
    by Published on June 20th, 2009 20:24



    The SNES you see above, ladies and gentlemen, is no SNES at all. It is, in fact, a fully functioning PC (an Acer Aspire One netbook, if you want to know). Built by quangDX and DuPPs of Asobitech.com, the AASNES1 packs all the connections you need, WiFi and even some cool USB extension cables that plug directly into the console's controller ports (its makers also modified a Super NES controller to work as a USB controller). The DVD-RW drive is located inside the Super Mario World cartridge and the modders even made the Super Nintendo logo on the back light up. It is, in summation, sweet.

    http://www.joystiq.com/2009/06/20/mo...-cram-in-a-pc/ ...
    by Published on June 20th, 2009 20:22



    Reader, [Matthias_H], sent in a video about his USB adapter for SNES game carts. All you have to do is plug in the SNES game cartridge and USB cable, then a ROM file of the game shows up as an external storage device on your computer. After that, you can play the ROM with your choice of emulator. We emailed [Matthias] asking for more information, and he quickly replied with a very nice writeup about the hack that is pasted below.

    http://hackaday.com/2009/06/19/usb-r...es-game-carts/ ...
    by Published on June 20th, 2009 20:16

    Blogger Drew Mackie has posted a lengthy analysis of the etymology of dozens of names from popular video game characters. It examines the real-life and mythological roots of names from Final Fantasy, Zelda, Mario Bros., Street Fighter, and many other prominent franchises, complete with citations where appropriate. Quoting:
    "It's speculated that Street Fighter's Russian wrestler Zangief takes his name from a real-life Russian wrestler, Victor Zangiev. More interesting to me is that the working name for this character was Vodka Gobalsky. This is notable for two reasons — for one, that this name is amazing [and] deserves to enter into the public consciousness and, for another, that it bears a striking resemblance to the name of a Russian boxer in Nintendo's Punch-Out!! series, Vodka Drunkenski. I'm sure this says something about Japanese perception of Russian people. The latter Vodka, by the way, goes by the name Soda Popinski in US translations of the game, presumably because Nintendo of America didn't allow references to booze."

    http://games.slashdot.org/story/09/0...deo-Game-Names ...
    by Published on June 20th, 2009 20:16

    Valve has announced details of an update to Left 4 Dead that is due out next week. To start, the SDK open beta is over, and the final version is being released. They're also adding a framework for easily sharing player-created content, accessible through the menu system in-game. In addition to that, they're revamping the matchmaking system to accommodate custom campaigns (like this Resident Evil 3 mod). Quoting:
    "Content authors will be able to package up their new maps, along with new posters, models, and textures, into a single .VPK file. To install and activate this content in-game, players need simply download the .VPK and double click on it. ... When creating or searching for a lobby, a new option named 'Add-on campaign' will let you select from among the add-on campaigns that you have installed. You can then find games or lobbies as well as create a lobby for that campaign. You can invite your friends, too. If they do not have the campaign installed, they will automatically be offered and an option to download it.

    http://games.slashdot.org/story/09/0...-Sharing-Tools ...
    by Published on June 20th, 2009 20:12

    Today people were shocked to discover that the first turn-by-turn navi iPhone app to hit the iTunes App Store cost $9.99—per month. Well, get used to it, because there are a lot more subscription apps coming.

    Think about it: Carriers like Sprint, Verizon and AT&T regularly charge between $8 and $10 per month for GPS apps. Gokivo is just a made-for-iPhone version of Verizon's not-so-great VZ Navigator. Why did you expect an updated and hopefully improved version of that would cost less?

    TomTom, TeleNav and Navigon are all expected to be launching their own turn-by-turn navi apps for iPhone before the year is out, and it would be a shock to me if they went any less than $10-per-month.

    The question is, are they worth it?

    Because we're talking turn-by-turn navi apps, the numbers are easy to break down. Not only do we know what carriers charge already, but we know, for instance, that TomTom still lists its PDA software (supports Dell Axim, Sony Clie and Palm Zire, among other extinct devices) for $99.95—without free map updates. At the same time, we know that even the cheapest decent portable navigators, like the Garmin Nuvi 250, cost $128 on sale—also without free map updates.

    These apps, by definition, don't come with maps loaded into the phone—they download the most recent ones from a server which the software maker pays for the right to use on an ongoing basis. So add to that the cost of licensing instantly up-to-date (Nokia-owned) Navteq or (TomTom-owned) Tele Atlas map databases, and you see why no navi can just be a $15 one-time app. As Gokivo's creators, Networks In Motion, say on their blog:


    It takes a lot of work and money to deliver all these features and functionality that's included in a turn-by-turn navigation app; and unlike product with maps on the device, we are updating maps and search indexes constantly.
    This is just one category, but there are many that will need higher pricing or persistent subscription fees to keep them going. This isn't about The Man—Apple or AT&T or "Macho Man" Randy Savage. It's about developers, and it's rough for them when they want to distribute flagship software over a platform that's used to distributing 99-cent iFarts. The transition must come. I hate to say it, but the iTunes App Store needs more advanced software, and if that means higher costs then, for the sake of the iPhone OS's continued growth and viability, I say we get behind it.

    This isn't to say Networks In Motion unveiled the pricing strategy in the most graceful way. But what they did to was make the first move. I think everybody in the navigation category was hoping someone else would go first, and Gokivo drew the short straw.

    Now come the next questions, like how many devices you can load the software onto. After all, if the download is $100, and you put it on two iPhones, isn't it more like $50 each?

    http://gizmodo.com/5297473/app-store...er-iphone-apps ...
    by Published on June 20th, 2009 20:07

    There may not be a ton of Pre apps available just yet, but it looks like there's enough to accumulate an impressive 666,511 downloads as of June 17th, which likely means that we're close to or past the 700,000 mark by now. As you can see above in graph form courtesy of Medialets, things have been rising steadily as more and more apps became available, and there's no noticeable sign of a drop-off even as apps remained around the 30 mark after the end of the first week. Of course, it's obviously still a little early to draw any firm conclusions, and there's no telling how things could shake out once the long-awaited PreFart and PreBeer apps make their debut.

    http://www.engadget.com/2009/06/20/c...oaded-to-date/ ...
    by Published on June 20th, 2009 20:04

    That iPhone OS 3.0 jailbreak we saw the iPhone Dev-Team pull off earlier this week? It's out now, or at least, part of it is. Pwnage Tool is now flooding torrents, but there's lots of caveats here. Most importantly, this isn't Ultrasn0w, which means if you're wanting to use your toy on T-Mobile or another unofficial carrier, be patient -- it's also worth noting that the jailbreak doesn't jibe with yellowsn0w, so those who rely on it should stay away for the time being. No compatibility with the 3G S, or at least, it probably hasn't been tested... we wouldn't recommend anyone setting the precedent here. You'll need Mac OS X to run it, with QuickPwn for Mac and Windows coming further down the line. Ultrasn0w is also due out at some indeterminate future, so that all said, if you're just needing right now a jailbroken device with spotlight functionality, hit up the read link for all the pertinent details. It should goes without saying, but they're might a few negative side effects to it, and one of the big ones we heard is that YouTube might be fubar'd at the moment.

    http://www.engadget.com/2009/06/20/p...till-on-stand/ ...
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