Label Interactive to release GameTable, a virtual board, games card app for the iPad
Posted by Dennis SellersLabel Interactive plans to release GameTable, which it says is the world's first virtual game table application for the Apple iPad. GameTable provides all of the pieces necessary for iPad owners to play such games as Checkers, Chess, Backgammon, Poker, Solitaire and more.
-
News: Label Interactive announces GameTable for iPad
Label Interactive has announced that it is developing a virtual board and card games app for the iPad. GameTable takes advantage of the iPad's larger screen to provide a virtual game table on which users can play classic games such as Checkers, Chess, Backgammon, Poker, Solitaire and more. Rather than taking the traditional single-player game approach, GameTable is instead designed simply to provide a virtual board for players to compete against…
-
50 Killer Mac Apps For Under $50
Who doesn't need more for less? We present 50 Mac|Life-approved applications--many free, all under $50--that'll guarantee you get the most from your Mac without traumatizing your wallet. The Internet is full of noise--countless different applications for every occasion, with reviews everywhere that love and hate them at the same time. While that’s hardly news, it’s still a hassle that isn’t going away. Say you picked up a spiffy new MacBook Pro, and it’s time to kit it out with the leanest, meanest software. After all, Macs have that rich history of garage-roots development, of a few folks in a basement brewing up quality software that smokes the big-name stuff. So you’ve got a feeling there’s great, affordable software just waiting for you to find it--and you’re right. But how do you sift through the zillion calendar apps and jillion media players to find the gems worthy of your hard drive space? And more importantly, your time and money?We’re here to help with a compendium of essential software. It didn’t come easily--we debated, argued, haggled, and even pleaded to secure a prized position on this list for our favorite, most useful applications. But by limiting the software we’re highlighting to 50, we’ve guaranteed you the best of the best--no Internet spew here. And by capping the cost of the software we’ve selected at $50, we’ve made sure you can reasonably buy what you need. You may love your Mac already, but you’re not gonna believe how much it can do once you load up even a few of these choice applications. Entertainment Sure, iPods and iTunes make music and movies easier to enjoy, but they're not without headaches of their own. That's where these awesome apps come in. They take the pain out of kicking back with your favorite flicks and tunes. Simplify Media Share & stream your iTunes library over the Internet.The iPod has made several portable music formats obsolete, and we sure don’t miss schlepping around fragile cassette tapes or heavy wallets full of CDs. But even the mighty iPod has its limits--namely capacity. That’s where Simplify Media (free, Simplify Media, simplifymedia.com) comes in handy. It guarantees that the size of your music library doesn’t matter by letting you stream music between computers via the Internet. Yup, this app will play your entire library on any computer (as long as the one that has your library is powered up and online).Stream your tunes from home or the next cube.Once installed, a simple login fires up your music. Simplify Media works with iTunes just like the built-in LAN sharing does, and the remote libraries appear under Shared, alongside any local shared libraries. Even better, you can add up to 30 friends’ shared libraries, and an iPhone app ($5.99) lets you pipe your music to your iPhone or iPod touch. SuperSync SuperSync keeps multiple iTunes collections in sync. Speaking of iTunes libraries--streaming is great, but what if you want to sync libraries across multiple Macs? SuperSync ($22, SuperSync, supersync.com) makes it so. Sure, Apple introduced limited music-transfer capabilities with Home Sharing in iTunes 9, but that feature requires computers to be on the same local network. SuperSync one-ups iTunes by syncing iTunes libraries over the Internet. It’s perfect for anyone who uses multiple Macs, and SuperSync also has a bunch of other tricked-out features. In deference to the record companies, Apple makes transferring music from an iPod to a computer unnecessarily difficult. SuperSync handles the task with ease, making it a bacon-saver when the hard drive in your Mac kicks the bucket. SuperSync will even allow you to sync libraries cross-platform.SuperSync's color-coded interface helps you synchronize your iTunes tracks across multiple Macs. VLC Media Player Never worry about video file types again. If most of your Mac video-watching happens in the form of DVDs or QuickTime movies, you probably don’t think too much about player software. But move beyond the most basic video types, and you’re asking for trouble. With the myriad formats, containers, and encoding parameters available, the simple act of playing back a cat video can become incredibly frustrating. VLC Media Player (free, VideoLAN, www.videolan.org) is like a Swiss Army knife for digital media. It’s open source and cross-platform, and the app will play back practically any audio or video file you throw at it. VLC also handles file conversions with ease, so you can use it to convert audio and video for use online or on portable devices.It plays, it converts, it makes toast (okay, maybe not that last one.) RipIt Backup & convert DVDs with RipIt.There are plenty of legit reasons to rip a DVD. Backup copies of kids’ movies for the minivan, watching Glee on your iPod touch while you’re on the bus, or even just saving battery power on your laptop (playing back a file from a hard drive is much more efficient than spinning a DVD).RipIt's simple interface makes ripping DVDs seamless and easy.Once the domain of übernerds, DVD ripping is a one-click affair thanks to RipIt ($19.95, The Little App Factory, ripitapp.com). And since it makes full rips, all of the menus, bonus features, and subtitles remain intact. You can play back the resulting files with DVD Player on your Mac or use a freeware tool like Handbrake to convert your rips into iPod-friendly formats. Delicious Library We love the iTunes Store, but we still end up accumulating books, DVDs, console games, and, yes, even CDs. Delicious Library ($40, Delicious Monster Software, www.delicious-monster.com) helps catalog your collections by--get this--taking snaps of UPCs via your webcam and then automatically organizing your meatspace content onto virtual shelves for easy sorting and browsing. You can track loans to friends, post items for sale on Amazon, and publish Web catalogs formatted for your iPhone. That way, you can avoid buying another copy of John Hodgman’s More Information Than You Require. Connect360 We’re Apple-faithful, but that doesn’t stop us from engaging in a little Modern Warfare 2 on our Xbox 360. And since the 360 is much more than a simple gaming machine, we also use it to stream iTunes tracks to our entertainment center and view pictures from our iPhoto library on our HDTV--with the help of Connect360 ($20, Nullriver Inc, www.nullriver.com), that is. It works over wired or wireless networks, and it even streams H.264 video straight from our MacBook. Sweet! Peel Pack rats, beware: Peel ($14.95, Hjalti Jakobsson, www.getpeel.com) can get really overwhelming, really fast. But if you’re an avid follower of music blogs, Peel can automagically grab new tracks as they’re posted. So forget all that pesky right-clicking and manually adding to iTunes. Just feed Peel a list of your favorite music blogs, and then kick back as tons of new, free tunes get downloaded straight to your Mac. You may never have to buy (or pirate) music again. CoverScout Cover Flow is one of those features that looks great in a demo but doesn’t quite translate at home. iTunes can attempt to find the album art that makes Cover Flow actually useful, but it’s limited in scope and can’t make fuzzy matches. CoverScout ($39.95, equinox USA, www.equinux.com) scours the Internet to find your missing album art and presents you with multiple options to let you choose the best images. Don’t Cover Flow without it. TuneUp For all of those untitled and mistitled tracks in your music library, there’s TuneUp ($19.95/one year, $29.95/lifetime; TuneUp Media; www.tuneupmedia.com). Like CoverScout, TuneUp can find and download missing album art, but its best trick is cleaning up your ID3 tags--the artist, title, and album info displayed in iTunes. A quick search is all it takes to clear up all those Track 1s and Unknown Artists in your library. It sure beats cleaning up metadata by hand. Next Page: Productivity Apps >> Productivity Takin' care of business, every day. Takin' care of business, every way. Workin' on a Mac, it's all right. This productivity software is workin' overtime. WriteRoom Blocks distractions so you can write in peace.Proving the tired adage that “less is more,” WriteRoom ($24.95, Hog Bay Software, www.hogbaysoftware.com) is a light text editor with a full-screen mode. Start a new document, and everything else fades away--your Dock, your menubar, and other windows on your Desktop. You’re left with a black screen and friendly green text for a clutter- and distraction-free experience. The Escape key toggles between full-screen mode and windowed mode, which resembles TextEdit with a live word count.WriteRoom can save your work as plain text, rich text, or Microsoft Word’s .doc format. The preferences offer tons of customization: auto-save, character counts, the appearance of text in full-screen mode, and more. But WriteRoom’s real magic is how it gets out of your way and lets you focus on what you’re doing. BusyCal One calendar application to rule them all.BusyCal ($40, BusyMac, www.busymac.com) is iCal on steroids. It dances circles around iCal, chanting, “Everything you can do, I can do better.” And it’s right. Sharing is a snap: You can set up two-way syncing with your Google Calendar or with other BusyCal calendars on your local network or the wide-open Internet. But even aside from sharing, BusyCal offers tons of calendaring bells and whistles: customizable views, sticky notes, weather forecasts, moon phases, graphical icons, a to-do list, notes, tags, and much more. And since it uses the Sync Services built into Mac OS X, your BusyCal calendars can sync with MobileMe and your iPhone. You can even switch back to iCal anytime without losing any of the events or to-dos you entered in BusyCal.So what if iCal is free? BusyCal is better. Things Flexible to-do list syncs with iCal and the iPhone. For busy people like us, a good to-do list is beyond essential. But some that we’ve tried are so complicated that just managing your tasks becomes a chore in itself. So the light, easy-to-understand Things ($49.95, Cultured Code, www.culturedcode.com) is a breath of fresh air. You can go the full Getting Things Done route, adding contexts, priority levels, a tickler file, and so on. Or you can keep it simple, with one-off and repeating tasks and multistep projects. iCal syncing can get your deadlines on your calendar, and Things on the Mac can sync wirelessly with Things on the iPhone ($9.99 in the App Store). We’ve tried multiple task-managment systems, from Web-based ToodleDo to iPhone apps like ToDo to Mail’s built-in To-Do list to good old paper and pencil. Things is the cream of the crop for its good looks, quick entry, and easy syncing.Things uses tags to organize your projects in a million ways--or you can ignore the tags altogether and just work. Express Scribe Transcriptions made easy... well, easier.Transcribing an interview, lecture, or other recording is hard enough, just with the listening and typing. Toss in the extra arm movement as you frantically click from your text editor to your audio-playback application every time you want to pause the recording or rewind a few seconds, and your transcribing job just got tougher and more frustrating. Express Scribe (free, NCH Software, www.nch.com.au/scribe) lets you set system-wide hotkeys for audio playback so you can stay in your text editor, fully control the audio, and never need to reach for your mouse.Express Scribe can also slow down your audio without changing the pitch, supports video, works with lots of file types, loads recordings from analog or digital audio recorders, and more. Plus, it’s completely free. Wahoo! NoteBook The Mac is silly with note-taking applications (Evernote, Yojimbo, ShoveBox, MacJournal…shall we go on?), but Circus Ponies’ NoteBook ($49.95, Circus Ponies, www.circusponies.com) is a standout. If you subscribe to “a place for everything, and everything in its place,” NoteBook can be the place for notes, Web clippings, bookmarks, documents, voice memos, photos, and more. It struts its flexibility with ready-made templates for planning a trip, writing a research paper, collecting recipes, keeping a journal, and so on, while its fun spiral-notebook interface is a nice touch. TextExpander A thousand monkeys at a thousand typewriters could produce Hamlet a lot faster if they knew how to use TextExpander ($29.95, SmileOnMyMac, www.smileonmymac.com). This wonder app installs as a System Preferences pane and lets you define shortcuts for your most commonly used words and phrases. Abbreviate long URLs, your email signoff, even your own photo or scanned signature file. Then as you type those shortcuts, they’re automagically expanded to what you really wanted to say. Brilliant. iFinance 3 Sure, Quicken is popular and Mint.com is free, but iFinance 3 ($29, Synium Software GmbH, www.synium.de) was built from the ground up just for Macs, and it shows. The intuitive interface makes it a cinch--dare we say a pleasure?--to track your accounts, keep an eye on your cash flow, set up a budget, and graph your expenses. It can also import from CSV and QIF files for easier data entry. Plus, a companion iPhone app lets you enter transactions on the go. FlexTime This charming timer app ($18.95, Red Sweater Software, www.red-sweater.com) lets you set up multistep routines that run once or repeat ad nauseam. Each step can be marked by a sound, spoken text, or even running a script. Once your routine is perfect, you can export the audio to iTunes--great for following a recipe’s carefully timed steps or taking your favorite yoga routines on the road. DEVONthink Personal Another great catch-all for storing, sorting, organizing, and searching information, DEVONthink ($49.95, DEVONtechnologies, www.devon-technologies.com) can take almost anything you can throw at it. Documents, PDFs, photos, multimedia files, bookmarks, webpages, iChat logs--all of those can be imported, sorted, and read right in DEVONthink. Searching is easy, and you can cobble together a brand-new document from items in your DEVONthink database and export it to your favorite text editor for printing or as HTML for posting. Next Page: Internet Apps >> Internet It's a wild place, that Interweb, so there's nothing like a few primo apps to tame everything from blogging to FTPs to Twitter and Flash banners. Transmit Traveling the two-lane FTP highway.FTP has been around forever. Social networking and cloud computing may come and go, but FTP is in it for the long hall. Fortunately, there are a wealth of great FTP clients for the Mac, and the best of those is Transmit ($29.95, Panic, www.panic.com/transmit). The client utilizes a split directory window that shows the path on your computer and the path on the FTP site. With in-app search and the ability to sync folders on your Mac and on the FTP site, Transmit helps alleviate the search and drag-and-drop blues of other clients. The sync feature is especially helpful for Web developers and designers. You can even create desktop droplets for quick uploads to heavily used sites.Two-window FTP FTW. Mac-Journal Web-based apps suck.Blogging about your life is a faux pas. Blogging about anything else that people actually care about is the proper way of utilizing of the blogging systems available out there. The ongoing problem is that most blogging platforms are bit of a pain to use because they’re Web-based. Plus, if you’re somewhere without Internet access, you can’t start laying out your blog posts for your site. MacJournal ($39.95, Mariner Software, www.marinersoftware.com) solves that problem with an easy-to-use multiplatform blogging client. Lay out your articles offline with images, video, and audio, then save them for later posting. The app includes the ability to both write in full-screen mode so you won’t be interrupted by your Twitter friends, and to record an audio podcast in the client.Create blog posts quickly and without browser issues. Tweetie Multi-account Twitter action.After wowing the world with its iPhone Twitter app, atebits decided to release a desktop version of Tweetie ($19.95, atebits, www.atebits.com/tweetie-mac/). The app can handle multiple Twitter accounts, compose tweets in a separate window, allow you to change the account you’re sending a tweet from on the fly, and let you drag and drop pics and videos right into the Compose window. Don’t have the perfect media on your Mac for a tweet? Record a video or shoot a pic from your iSight camera directly in Tweetie. And since Twitter conversations can be difficult to follow, Tweetie displays the conversation you’re having in a timeline if you just double-click one of the pertinent tweets. The Tweetie bookmarklet in Safari also allows you to share links quickly from your browser.Have an actual conversation on Twitter with Tweetie. Dropbox Stop, drop, and roll on home.Transferring large files can be a huge pain. Where the hell did you leave that thumb drive? External hard drives leave an unsightly bulge in your pocket, and all those cables are always getting tangled in your shoes. That’s a safety hazard, son. Dropbox (2GB storage for free, 50GB for $9.99/month; Dropbox; www.dropbox.com) is a cloud-based storage drive that you can access from any computer or iPhone. Just pop files into the Dropbox folder on your Mac, and it automatically syncs up with the online disk (which you can view on Dropbox’s website) and with any other machines you have the application installed on. You can even share folders and files with other Dropbox users. If the free 2GB box doesn’t cut it, you can upgrade to 50GB for $10 a month.Access your files from anywhere in the universe (with an Internet connection). LogMeIn If you need to remotely access a Mac or (gasp) a PC with Windows on it, LogMeIn (free, LogMeIn, logmein.com) allows you to peer into your remote computer from anywhere. You can launch apps, move files, and adjust your preferences via a Web-based interface, as if you were sitting at that computer. For $29.99, you can get your iPhone in on the action too. TweetDeck If you’re a Twitter power user, TweetDeck (free, TweetDeck, www.tweetdeck.com) should be in your arsenal of Twitter apps. The interface is a series of columns that displays info like your friends’ feeds, saved searches, mentions, direct mentions, and Facebook updates. You can also keep up with trending topics with just a quick glance. If there’s something you need to track on Twitter, TweetDeck can make a column for it. Vuze Allegedly, BitTorrent steals medication from senior citizens, but isn’t it time to forget about all the evil things it supposedly does? Instead, focus on the greatness of Vuze (free, Vuze, www.vuze.com) and its ability to download legally available video files. After you’ve done the downloading, Vuze can convert your files for use on the iPhone, Apple TV, iPod, Xbox 360, TiVo, and PlayStation 3. It’ll even stream videos to your set-top boxes. Nice! BannerZest Creating Flash banners is difficult, especially when you don’t know or own Flash. BannerZest ($49, Aquafadas, www.aquafadas.com) takes the pain out the process and gives you a simple way to create quick, beautiful Flash banners. From a standard gallery to an interactive experience, BannerZest comes with a collection of themes for different uses, and it uploads your banners to your FTP or MobileMe disk. FileChute Sending large files over email can result in the dreaded bounced email. FileChute ($17.95, Yellow Mug Software, www.yellowmug.com) works with your MobileMe-, FTP-, or WebDAV-accessible Web server. Drop your file into the app, and it uploads it to your online server of choice and then creates a URL to add to your email. If you drop more than one file, you get an archive uploaded to your server. Adios, bounced emails! Next Page: Content Creation Apps >> Content Creation Sure, Adobe's stuff is the gold standard, but you don't want to have to count on a good night at the poker table to pay for it, right? Cue these killer applications, which let you effectively draw, edit photos, render, animate, and even scratch for a very fair price. djay 3 Budgeted beats to grow on.You want to spin phat beats, but your slim bank keeps you from purchasing the high-end DJ equipment and software. That’s okay, young DJ-in-training, djay 3 ($49.95, algoriddim, www.djay-software.com) gives you everything you need to rock the house without losing your shirt. This surprisingly robust audio-mixing software integrates with your iTunes library and puts all the usual mixing and scratching right on your desktop. The application supports multitouch trackpad scratching and fading between tracks, so it’s especially perfect for the last few generations of MacBooks. And as you grow as a DJ, the application will grow with you thanks to its support for MIDI controllers. That means when you get the cash for those fancy digital mixers and turntables, djay will be right there with you.With your iTunes catalog at your fingertips, you'll find some pretty interesting mashups. Audacity Free audio editor extraordinaire.Audio editing seems simple at first. Then suddenly, you’re knee-deep in samples, frequencies, and bitrates. Sound editing really is part science, part black magic, so we’re thankful that Audacity (free, SourceForge, audacity.sourceforge.net) removes one of the biggest obstacles: choosing a quality application and figuring out how you’re going to pay for it. Audacity is both terrific and free, which is kinda hard to beat. An audio-recording and -editing application, it captures up to 16 channels at once from multiple sources, features noise removal, includes a metadata editor, and supplies unlimited undos. It can handle most of the audio files out there, and it’ll work with multiple files types in the same project. Audacity is also is cross-platform, so if you’re a recent Mac arrival, you may already know about its awesome power.So many features, you'll second-guess the price: free. SketchUp 3D for you and me.Maya, 3D Studio Max, and SketchUp--all of these will let you create magical 3D worlds. Only one will do it for free, and you probably nailed it in one--it’s Google’s SketchUp software (free, Google, sketchup.google.com) that brings the world of 3D to the average Joe. You can create your own items or utilize Google’s 3D warehouse to find models created by other SketchUp users. With all those models at your fingertips, you can create floor plans for your home, build a level for your favorite FPS, or export the files to animation software or Photoshop. The application includes tutorials that’ll get you up and rendering in no time at all… so now nothing stands between you and virtual-world domination!Build a virtual man-cave for you and your stuff. Ringer Wham-bam ringtone, ma'am.We get tons of people asking us, “How do I make a ringtone for my iPhone?” Until recently, we told them to launch GarageBand, cut a ringtone, and export it to iTunes. Now we recommend Ringer ($15, Pixel Research Labs, pixelresearchlabs.com/ringer) as the quickest and easiest way to create ringtones from your favorite songs and audio files. Ringer has access to your entire iTunes library and works with MP3, AAC, MOV, MP4, M4V, and QuickTime files. Yeah, you can make a ringtone from a video file. A super-simple editor with waveform information makes it a snap to select the perfect section of audio, and you can fade in and out of the file and preview the ringtone before cropping it and sending it to iTunes for a sync with your iPhone. Acorn Using an image editor doesn’t have to cost you hundreds of dollars. In fact, with Acorn ($49.95, Flying Meat, www.flyingmeat.com/acorn), you’ll get features like layers, AppleScript support, 64-bit support, drawing, and filters in a package that’s easy on the wallet. This easy-to-use software strips away most of the features most people don’t use and gives you a clean image-editing tool. Inkscape While raster-based image editors like Photoshop are great at pushing pixels around, the vector-based drawing programs are where all the real action happens. The open-source application Inkscape (free, Inkscape, www.inkscape.org) is similar to powerhouses like Illustrator and CorelDraw, but with one important difference--it’s free. The app utilizes the Scalable Vector Graphics (SVG) file format and includes a nice 3D drawing tool that allows you to set your vanishing points. Screenflick With Snow Leopard, Apple introduced screen-capture into QuickTime, and it’s a nice feature if you’re looking to make a quick full-screen screencast. But if you want something that has features like fixed location output at up to 60 fps, Screenflick ($25, Araelium Group, www.araelium.com/screenflick) is an application you can get behind. It’ll highlight mouse clicks and keyboard events, adding a nifty visual cue into your screencasts that highlights what you’re doing. Bracketeer While your eye can take in an amazing range of light to dark, your camera cannot. In order to help create images that include a tonal range that the average camera can’t capture, HDR applications and plug-ins have appeared on the market. These applications take a series of images that have been bracketed from dark to light and combine them to include the darkest darks to the lightest lights in one HDR image. Bracketeer ($29.95, Pangea Software, pangeasoft.net/pano/bracketeer) is a standalone application that does just that. Adjust the saturation, the contrast, and exposure from within the application. The application will even auto-align your images in case you got the hiccups while taking your pics. iStopMotion 2 Home Most animators’ first animation was probably a stop-motion piece with Star Wars action figures. And whether those childhood lightsaber battles have you hoping to become the next Brad Bird, or you just love the look of stop-motion, iStopMotion ($49, Boinx Software, www.boinx.com/istopmotion/overview) is a quick, easy way to create simple stop-motion animations. Use your iSight or connect a camera to your Mac and start making your own Wallace and Gromit short. You’ll feel the Force, Lu… sorry. Next Page: Utility Apps >> Utilities Slick utilities can add crucial functionality to your Mac, so we've selected the best options for everything from secure password managers and system-troubleshooting tools to an app that will let you play Windows games on your Mac... without Windows! AppZapper Completely trash applications.Unlike using Windoze, installing and uninstalling apps on a Mac is painless. Drag an application’s icon into your Applications folder, and you’re pretty much good to go. Deleting them is just as simple--just grab them and toss them into the Trash. But if you’ve ever dug around Library or System folders on your Mac, you’ll see that even after you Trash an app, many of them leave crumbs in different parts of your machine. For cleaning up those last little bits, AppZapper ($12.95, Austin Sarner and Brian Ball, www.appzapper.com) is a must-have utility that’s also great for troubleshooting problems. Wiping out all of an application’s preferences and other random files can often turn a troublesome app into a perfectly behaved one after a clean reinstall. Completely remove unwanted applications with a simple drag and drop. Hazel Clean and organize your Mac--automatically.Hazel ($21.95, NoodleSoft, www.noodlesoft.com) is kind of like Rosie the Robot for your Mac. Or it’s like OS X’s Folder Actions… if they were super-awesome, easy to use, and perfect for helping you keep your Mac’s folders and files organized. Hazel installs as a pane in System Preferences, monitoring locations that you choose, and performs actions on files based on your criteria. By creating simple rules, you can delegate repetitive and annoying file-management tasks to Hazel--for example, automatically add downloaded MP3s to iTunes or move DMGs to an archive on an external drive. Hazel can delve deep into metadata for complex actions like copying images into subfolders by ISO settings or reorganizing music files according to bitrate. You can even set up simple rules for auto-deleting items that have been in the Trash longer than a certain amount of time. 1Password Keep all your confidential info on lockdown.You’ve heard it before--secure, unique passwords are the way to go. Yet there you are, still using the same password for everything from your maclife.com login to your Gmail and your bank account. Do we even have to tell you again why that’s a colossally bad idea? 1Password ($39.95, Agile Web Solutions, agilewebsolutions.com) can help clean up your online act, creating and managing complex passwords for every online account and then logging you in with a keyboard shortcut. The app can also be used to securely store personal information like credit card numbers and addresses for use in Web forms. And since all of your passwords are unique, you won’t have to worry about your banking info being compromised because of a data breach at that sketchy Russian website you used to download MP3s for a penny.1Password securely stores Web passwords, logins, software licenses, and other important information. iPhone Explorer Store & browse files on your iPhone.Breaking tradition with the iPods of yore, Apple doesn’t provide the ability to use your iPhone as a USB drive. iPhone Explorer (free, myPod Apps, www.mypodapps.com) is a simple app that will let you drag and drop files onto your phone for easy portability. The app itself is lightweight, and all it takes is a USB cable to view your iPhone’s folder structure. In addition to storing files, iPhone Explorer can be used to restore iTunes tracks from your iPod to a Mac or to rescue photographs from the depths of your iPhone’s memory. No jailbreaking is required, but more adventurous users with jailbroken phones can also recover contacts, messages, email, and other data. It’s a powerful tool, but it’s simple to use for the careful novice. AppleJack AppleJack (free, The Apotek, applejack.sourceforge.net) is one of those things you’ll install once and never think about again—if everything goes right. But if, god forbid, your Mac starts acting weird one day--or stops acting, period--it’ll be AppleJack to the rescue. It’s a command-line utility for diagnosing and repairing problems with your computer. Use the menu-driven system to repair permissions, validate preferences files, and remove screwy cache files. SuperDuper With Time Machine built into OS X, there’s really no good reason not to have an automatic backup. But Time Machine has its limits--a big one being the lack of bootable backups. SuperDuper ($27.95, Shirt Pocket, www.shirt-pocket.com) easily handles creating and updating bootable clones of your Mac’s hard drive so you’ll be ready to go when disaster strikes. Just plug in your clone, restart, and you’re up and running again. CrossOver Games PC fanboys like to slag the Mac for having fewer games, but with CrossOver Games ($39.95, CodeWeavers, www.codeweavers.com), Mac users--and Linux fans too--can easily play games coded for Windows machines. The list of officially supported games is hundreds deep, and since CrossOver is based on Wine, you don’t even need a copy of Windows just to play Team Fortress 2. Clean My Mac Hard drives are never big enough. Whether you have a MacBook Air or a Mac Pro, there always comes a point when there’s just not enough space on your internal disks. Clean My Mac ($29.95, MacPaw, macpaw.com) can help with that problem, scouring your Mac’s drive and tossing out all sorts of gunk you don’t need. Use it to toss unneeded language files, scrub extraneous code from universal binaries, and thoroughly clean up after deleted applications. rooSwitch OS X’s Fast User Switching is handy for juggling multiple user accounts and their corresponding settings, but rooSwitch ($19, Rocket, rooswitch.com) allows you to maintain different settings on a per-application basis. Use it to manage Home and Work browser profiles, for example, or to have different profiles in your word processor for writing or editing documents. rooSwitch works with nearly any application, and it supports Automator and AppleScript for the ultimate in customizability. Next Page: Wild Card Apps & Staff Picks >> Wild Cards Not all Mac apps fall into your neat little categories. These five break the mold and completely deserve a place on your hard drive. Bricksmith Virtual bricks you can't lose or step on? Sold!Legos are the official plastic brick of Mac|Life--we’ve had many discussions about the empires we built in our childhood bedrooms and how much we miss “playing Legos” as the soulless adults we are today. Bricksmith (free, donations accepted; Allen Smith; bricksmith.sourceforge.net) lets you recapture the magic in a highly geeky way. It’s a 3D Lego-model creator, offering drag-and-drop construction using thousands of parts in every color of Lego’s rainbow. Tutorials and the one finished model that’s included show you the ropes, and once you’re done with your virtual creation, you can export step-by-step instructions to build it for real. There’s even a mini figure generator where you can design and outfit a matching Lego man and insert him into your model. This software couldn’t be cooler.We can't believe an application this sweet is donationware. CameraBag Desktop Give your photos a new identity or some old-timey charm.We named the iPhone version of CameraBag one of our “101 Essential Apps for 2008,” and now the same fun can be had on your Mac, thanks to CameraBag Desktop ($19, Nevercenter, www.nevercenter.com). You drag in a digital image, and the app re-creates the look of a real film photograph--choose from Helga, Lolo, Mono, 1962, 1974, Instant, Magazine, Cinema, or Colorcross.For more variations, click the Reprocess button, and all the options will change their look and coloring just slightly. Or check the Multi-filter box and experiment with adding multiple filters to a single photo. Of course, you can export your altered images back to your hard drive without affecting the original file. The novelty of taking an everyday digital snapshot and making it look like a Polaroid image or washed-out 1974 photograph never gets old.Your digital photos, plus extra personality. SousChef Recipe database + shopping list + cooking assistant = one kitchen lifesaver.SousChef ($30, Acacia Tree Software, acaciatreesoftware.com) edges out MacGourmet ($49.95, www.marinersoftware.com) in the cooking-assistant category for its cloud database of recipes. Every time a SousChef user enters a recipe (133,000-plus at press time), it’s synced to the cloud, and you can search those and import them into your own library. You can also opt out of sharing your own recipes so Aunt Erma’s secret matzo ball soup stays in the family.Once a recipe’s in your library, you can edit, print, email, or blog it--or even add its ingredients to your grocery list. Click the Cook button for a full-screen view of the instructions that you can read from across the room, keeping your Mac out of the splatter zone. The Mac’s built-in speech recognition lets you advance the recipe’s steps with your own voice, or you can use the Apple Remote or a Keyspan Front Row Remote. Temporis Attractive, drag-and-drop timelines make it easy to "show, don't tell."Everyone loves a good infographic, or at least geeky types like us do. (And the geeks shall inherit the earth, don’cha know?) Temporis ($24.99, Bartas Technologies, www.bartastechnologies.com) makes it easy to create neat-looking timelines on your Mac, which you can then print or export as PDF or TIFF files that are ready for importing into your presentation software, word processor, or page-layout app.Adding new events is just a Command-click away, and it’s a snap to drag the start and end dates around on the timeline. The Arrange button will automatically stagger your timeline’s events into the most logical and easy-to-read order, and the Inspector lets you tweak fonts, colors, titles, labels, and your timeline’s span and intervals. You can even export the event data separately as an XML or CSV file. Manga Studio Debut 4 Create your own comics and manga, and even manga-fy your photos.Manga Studio Debut 4 ($49.99, Smith Micro, my.smithmicro.com) is a must-have for fans of Japanese manga or anyone who wants to make their own comic books. Its ingenious Beginner’s Assistant groups together the tools by processes so you can intuitively wind your way through a typical manga workflow: sketch, panel, draw, tone, and add character dialogue.You can scan or draw your own art (graphics tablets supported, natch), play with the included samples, purchase manga content from www.contentparadise.com, or even import your own digital photos and watch Manga Studio make them all comicky-looking. Draw speed lines, add dialogue bubbles, move your pages around, and then print or export your finished comic book. Manga Studio Debut 4 is the younger brother to professional-level Manga Studio EX 4 ($299.99), but Debut has plenty of advanced features too, including layers, templates, customizable patterns, and more. Mac|Life Staff Picks Bass Tuner I’m a beginning bass player--like, very beginning. So it’s a huge help that I don’t have to worry about staying in key. This terrific, simple, and streamlined little app ($9, www.rustykat.com) lets me quickly get in tune in front of my MacBook using the built-in mic. With that necessity sorted, I can fire up some tracks and tablature and focus on struggling to play along. Multiwinia Multiwinia ($19, www.ambrosiasw.com) offers crazy replayability. You devise a strategy for your stick-figure army, then watch them take on up to four other teams in six game types on 40 vector-graphic maps. Online multiplayer against Mac and Windows players works flawlessly and keeps me coming back for more. No Napoleon complex necessary. MetaX If you need to tag a large amount of MP4 files, you could use iTunes’ painfully slow process. Instead I found MetaX (free, www.kerstetter.net) for all my tagging needs. The app will search the IMDB catalog and plug the information into the appropriate fields, then share that info via tagChimp. You can even scan DVD barcodes via iSight! Bean For a word dork like me, word processors are a big deal. Bean (free, www.bean-osx.com) is a lightweight, open-source word processor. It’s missing many of the blinky lights and thingamajigs of the big boys, and that’s exactly the point. Fewer distractions equals better writing, faster. And for anyone who needs to hit a certain length, the live word count rocks. Fluid I often find that Firefox has the tendency to crash when I have too many Web applications running. But Fluid (free, fluidapp.com) lets me create a site-specific browser out of my most essential websites, like Google Docs and Flickr. Simply plug in the URL, and voilà ! You have a separate application running that won’t go down if something else does. Next Page: More Gaming Bang for 50 Bucks >> More Bang for 50 Bucks Some of the Mac's best games are also its cheapest? Sweet!Fifty bones won’t buy you even one new Xbox 360 or PS3 game, but on the Mac, you can snap up a stack of premier games for less than that. Or at least, that was our theory when we gave Florence, our new associate online editor, 50 whole American dollars and asked her to max out her Mac with the best gaming that short stack of money could buy. Man, did she score--check out the results of her diligent “research.” Plants Vs. Zombies $16, amazon.comLine up perilous peashooters and sun-soaking sunflowers against an abominable horde of zombies in Plants vs. Zombies.This animated tower-defense favorite pits you against a horde of zombies with one thing on their (decaying) minds--invading your home for brains! Pit your arsenal of zombie-fighting plants, each with their own spectacular organic weaponry, against 26 zombies and 50 levels of adventure. Fair warning: Once you start playing this excellent game, it’s incredibly hard to stop. World of Goo $10, amazon.comStack up adorable globs of goo to build structures and watch them band together as you help transport them across various levels.World of Goo is another addictive and totally adorable puzzle game. Created around the idea that circular goo balls make adequate building materials (naturally), the game has you solving puzzles by dragging and dropping goo to create all kinds of crazy structures that enable you to transport your goo across the level. The oh-so-cute googly-eyed blobs pack the game with charm, and you can also connect online and play against other Goo architects around the world. Braid $15, playgreenhouse.comBraid's aesthetically appealing backdrop and profound storyline will keep you engrossed until the very end.Some games defy description, and Braid might be easy to pass over because it appears to be just a mix of platforming and time control set against a gorgeous backdrop. But it subverts and transcends those two well-worn clichés with brilliant design and an absorbing story that packs a twist that you’ll never see coming. Watch the YouTube videos if you need help solving its puzzles, but just make sure you see this masterpiece through to the end. Balcassa $8, openplanetsoftware.comBalcassa has a mountain of exciting brainteasers for the puzzle fiend.Balcassa feeds off those nightmares you still have about attempting to master that archaic, rainbow-colored Rubik’s cube. And while most of you probably never cracked the damn thing (we didn’t!), Balcassa gives you a second chance. The objective of the game is to slide the cubes into a specific sequence, pattern, or orientation. It may sound like a simple task, but much like fiddling with a Rubik’s cube, figuring it all out is the real reward. Freeware Fun If you’re interested in first-person shooters and MMORPGs, Quake Live and Second Life can give you hours of entertainment at our favorite price: $0.00. Both games perform smoothly on Mac OS 10.4 or later. Quake Live doesn’t require beefy hardware because it runs through your Web browser. But that doesn’t stop it from delivering all the fast-paced action of the classic first-person shooter. Second Life, while not as packed with storyline as World of Warcraft, offers a similar massively multiplayer world where you can meet people, customize your character’s look, and participate in a virtual world that’s just like our own. You don’t even have to watch the clock to make sure you’re on time for a player-versus-player raid!You don't need fancy computer hardware to frag your way through this beloved shooter. Vital Statistics on Our 50 Killer Apps Total cost if you bought all 50 apps: $1219.83Number of apps that are free: 13Apps that have an iPhone counterpart: 15Whaddaya waiting for? (apps that have a free demo): 39Number of countries these apps were born in: 7Apps named "iSomething": shockingly... just 3!Apps that require Snow Leopard: 1Apps that require Leopard: 14Apps that promise "iLife integration!": 9
-
25 iPhone Games That Should Rock on the iPad
Apple's iPad announcement event didn't put an especially large focus on the gaming possibilities of the new device, but what was shown demonstrated how easily developers can modify current iPhone and iPod touch apps with just a brief time investment. We've already seen how updated versions of N.O.V.A. and Need for Speed: Shift will take advantage of the iPad, but it got us thinking -- how might some of the other best-selling or beloved iPhone games use the iPad's updated features to enhance the existing experience? Here's our list of 25 games we'd love to see enhanced for the iPad, but if you have your own dream app upgrade in mind, be sure to let us know in the comments!Bejeweled 2We love swapping Bejeweled 2's shimmering gems on our Macs, but we also dig the tactile feeling of actually flipping the gems in the iPhone version (even if our fingers are much larger than the tiny icons). An iPad iteration would be the best of both worlds: large, colorful gems that we can easily move about the game screen without accidentally hitting a nearby one instead. PopCap likes to take its time with new platforms, but c'mon -- it's bound to happen, and we welcome it!Call of Duty: World at War: ZombiesThe iPhone version of this awesome bonus mode from the console/PC version of World at War had promise, but shoddy controls, a shaky frame rate, and poor value limited its appeal. Luckily, Activision has the opportunity to right the wrong on iPad, using the larger display to address the control issues with additional virtual input buttons, preferably ones we can move around the screen as desired. And with the additional processing power, blasting the Nazi undead should arrive without slowdown. Just don't bilk us with a single map for $10 again, please.CanabaltThanks to the increased horsepower of the iPad, Canabalt can finally be liberated from its monochrome prison! Joking, of course -- we love Canabalt just the way it is, which is why we'd love to play even more of this obstacle-avoiding game on the iPad's larger screen (assuming the upgrade didn't muddle the sharp pixel-based artwork). And while the original course still keeps us coming back for more, we certainly wouldn't argue with an additional scenario to grind through time and time again.Command & Conquer: Red AlertTouch screens are a perfect fit for the real-time strategy genre, but 3.5-inch screens? Not so much. Command & Conquer: Red Alert would significantly benefit from the iPad's massive display, letting you quickly direct units while moving around (and seeing much more of) the battlefield with ease. The iPhone version is a good template for how to handle RTS games on a small screen, but we can't help but think that a properly designed iPad iteration would handily blow it away.Cooking MamaCooking Mama is a simple treat -- a mini-game compilation that has you slicing, dicing, and preparing ingredients to concoct various meals. We'd love to be able to use a stylus to play it on the iPad, but even if such a feature doesn't come to fruition, the larger display could still be used to give Cooking Mama a slightly more life-like feel. Imagine using the side of your hand as a virtual knife to chop up realistically proportioned veggies or meats -- it'd be a neat option for all ages, especially for kids.Doodle JumpDoodle Jump taps into the same sort of addictive power as Canabalt, challenging you to keep going higher and higher before undoubtedly failing and doing it again (and again). Part of the game's charm is its simple, hand-drawn look, and we wouldn't want that compromised for an iPad upgrade. What we would love, however, is for Doodle Jump to take a cue from the Drawn to Life series of Nintendo DS and Wii games and let you sketch your own hero and enemies, which could then be seamlessly inserted in the game.FieldrunnersFieldrunners is still one of the most distinct-looking iPhone games more than a year after release, and it'd be great to see those stunning hand-drawn towers, enemies, and environments maxed out on the iPad screen. We'd have much less of a need to zoom in for tower placement in this strategy favorite, letting us focus on battling back the challenging waves of grunts and motorcycle-based aggressors.Flight ControlFiremint has already confirmed an enhanced iPad version of this immensely popular airplane redirection game, and while its simplicity is key to its success, we'd love to see the iPad version amp up the challenge for skilled aficionados. Imagine scads of different plane types aiming for several different runways and helipads -- it'd be the game equivalent of Christmas Eve at LAX. With the huge multi-touch interface of the iPad, you'll be able to easily pinpoint the route for each plane while avoiding catastrophe.The Game of LifePass-and-play should be a thing of the past when it comes to board game adaptations for iPad. The Game of Life (or Monopoly, perhaps) could transform the iPad into a virtual board that can be laid flat on a table or floor, letting all players participate without needing to pass around the device. While the 9.7-inch screen is still much smaller than the actual game board, it's definitely a lot more portable, and would be great in a pinch while traveling -- or if the power goes out! Paper Toss World TourWe turn to Paper Toss time and again for a quick fix, even though it's one of the simpler apps in our regular rotation. But think of the possibilities on the iPad: with the larger screen and enhanced multi-touch capabilities, how cool would it be to quickly draw the arc of your throw, instead of just adjust a linear shot for wind? It'd lend Paper Toss a lot more credibility as a game, and require a whole lot more skill from players.Grand Theft Auto: Chinatown WarsTruth be told, we don't have any major gripes we'd like to see addressed in an enhanced version of Chinatown Wars -- the iPhone iteration is already extremely impressive, and we wouldn't argue against a higher-resolution upgrade for the iPad. But given the choice, we'd love to see a customizable user interface in an iPhone version, letting players drag and drop the virtual control buttons to best fit their needs.Lumines: Touch FusionSpotty controls keep the iPhone version from being as intensely addicting as the console and handheld iterations, but with its stunning visual skins and engaging puzzle action, Lumines should be a perfect fit for the iPad. The additional screen real estate could be used to implement a dedicated virtual D-pad and rotation buttons, and we certainly wouldn't object to seeing the dazzlingly creative skins displayed on that 9.7-inch screen.Must.Eat.Birds.Protecting various desserts from incoming birds is serious business, and the simple act of flicking and launching the "Nomster" in this stylish iPhone game is consistently entertaining. We'd like to see the concept maximized on the iPad with larger versions of the game's stellar character designs, not to mention epic onslaughts of those curious winged creatures. Madden NFL 10Madden is another iPhone app that has a fair bit going for it, but it could definitely benefit from the added muscle of the iPad. Electronic Arts seems set on recharging its core properties for the tablet, and we're hoping for additional detail and fluidity in the on-screen action, better (and preferably customizable) virtual control options, and expanded use of the ability to draw your own routes on the touch screen. Instead of just scribbling hot routes on the spot, we also want to customize our own set plays to come back to again and again.Modern Combat: SandstormSeeing N.O.V.A. get the iPad treatment at Apple's event brought to mind Gameloft's previous iPhone first-person shooter hit, Modern Combat: Sandstorm. The modern-day, military shooter was one of the first of its kind to really take advantage of the iPhone hardware and work within its limitations, and we'd love to see it enhanced for the iPad. As with N.O.V.A, we'd want to see customizable controls, expanded multi-touch maneuvers, and hopefully some glossed-up visuals to boot.OrbitalOrbital is a perfect fit for the iPhone, but we'd love to see a super-sized iteration on the iPad, taking advantage of the larger screen to produce blinding visual effects and grander challenges. In this addictive original game, you launch balls onto the game screen, which then expand and need to be hit a certain number of times to be cleared. On the iPad screen, there'd be a greater disparity in size between the larger and smaller balls, letting you sneak more on the screen or suffer greatly when a poorly placed orb takes up several inches on the display.Pac-Man Championship EditionThe iPhone version of Pac-Man Championship Edition is a pretty admirable translation of the Xbox Live Arcade original (aside from making you buy various modes individually), but even with multiple virtual D-pad/joystick options, finding one that's consistently response can be a struggle. With the larger screen real estate of the iPad, Namco Bandai could put larger virtual consoles below the game screen, giving players better control over the titular gaming icon. And please, just bundle the entire game as one purchase.PeggleScrewing up Peggle seems impossible -- even the relatively mediocre iPod Classic port entertained us for hours before the excellent iPhone version came around, and we certainly wouldn't be able to resist an updated version designed to take advantage of the super-sized iPad screen. Moreover, we'd love to see the Fire button set further apart from the game screen, as we can recall too many occasions where we lined up a perfect shot and then wrecked our aim by accidentally tapping to the left of the icon. We'd happily take some Wi-Fi/Bluetooth multiplayer options, as well! Resident Evil 4: Mobile EditionWe certainly didn't foresee an iPhone iteration of Resident Evil 4, but against the odds, it ended up being a pretty functional port of the awesome console original. With the launch of the iPad comes the opportunity to make it great: bump up the textures and frame rate, make the user interface customizable, and take advantage of the larger average internal storage to pump in more of the cinematic tension that made the original version so great. We didn't ask for the iPhone version, but now that we have it, we're demanding a proper iPad upgrade.Rock BandWith the iPad's larger screen and enhanced multi-touch capabilities of the device, perhaps an enhanced version of Rock Band could hue closer to the series' multiplayer roots, letting multiple players jam together on a single screen. Four is probably too much to ask, but splitting the screen in half and letting a couple buddies rock out in tandem sounds like a blast, and with the larger internal storage of the 64GB model, perhaps we'll see an even larger push by EA to release frequent downloadable add-on tracks.Scene It? MoviesScene It? Movies works well on iPhone as a single-player trivia game, but an iPad entry could function more like the multiplayer party experience the franchise was built upon. Imagine putting your iPad on the coffee table as a central hub, with multiple players able to reach over and tap in when they have the answer. Add in higher-resolution video clips, and you've got an appealing substitute for the DVD-based board game and console video game versions.Skee-BallWe're stone cold Skee-Ball junkies; bring us to a carnival (or Chuck-e-Cheese) and we'll be whirling wooden balls within seconds. While the iPhone version is a solid diversion, the stock throw animations have us pining for more. We'd love to see an iPad version that takes advantage of the larger, enhanced multi-touch display to bulk up the physics system and give us more control over the throws. It'll never replace the real thing (unless the iPad can dispense little colored tickets), but it could be a fun little gem.Space Invaders Infinity GeneTaito's reboot of the arcade classic mixes the familiar alien-blasting gameplay with influences from the bullet hell shooters that followed it, and we're craving an iPad version if only to see the trippy visuals on a larger screen. But there'd be an added bonus, as well -- since the game can create custom stages based on the music in your library, those with the 32GB and 64GB iPad models will be able to store much more music than an iPhone, giving your play sessions more variety than ever before.Tap Tap RevengeRock Band has stolen a bit of Revenge's thunder on the App Store, but as the various Tap Tap iterations have proven, it's still the champ when it comes to creating an authentic and compelling experience for hardcore fans. With themed skins and song packs for many of the top rock and pop artists today, it's a perfect fit for the iPad, as the glossy aesthetic will draw in the same kinds of fans who will shell out for an iTunes LP.Tiger Woods PGA TourAs surprisingly solid and functional as Tiger's debut was on iPhone, we can pinpoint numerous areas in which we'd love to see an iPad iteration improve upon. Visually, the game could benefit from the iPad's larger screen and enhanced processor, with better golfer models and course details, and we'd love to see a more robust and customizable user interface with a more nuanced swing mechanic. We'd expect a new entry rather than an update, but either way, we're pumped for what could be a pretty fantastic game of golf on the iPad.
-
GDC 2010: Ngmoco's Neil Young on how freemium will change the App Store world
Filed under: Gaming, Software, Apple, Developer, iPhone, iPad On the third day of GDC 2010, Ngmoco's Neil Young took the stage in one of the largest rooms at the conference to talk about what his company had "unlearned" in its time in the App Store. Ngmoco has become a large and polarizing figure in the world of App Store development -- after starting out with a big investment from the iFund, it's moved quickly to become one of the biggest iPhone-only developers, and after starting out with a few premium titles like the very successful Rolando, have recently made waves with its "freemium" business model. Young talked about the company's history so far, and went in-depth on Ngmoco's plan for ruling the App Store and why he believes it's the "most significant shift and opportunity for [game developers] since the birth of this business." We've summarized Young's long address in this post. It was pretty incredible -- not only did Young lay out his idea of a clear plan for building and developing a large portfolio of very profitable App Store titles "at scale" (the company plans to release twenty new freemium products on the iPhone in the near future, as well as six titles on the iPad), but he made it very clear that he fervently believes that freemium and the model he's structured is the future of the video game business. He began with a recounting of the history of the company (complete with a Mark Twain quote and impersonation -- later in the lively talk, he also imitated Don King and sang a line from High School Musical), from all the way back at standing in a line "outside of an Apple Store in Santa Monica" waiting to buy an iPhone. He said he quickly saw that the iPhone changed the usage pattern of a smartphone -- usability and capability meant people were interacting with it in new ways. He saw that people were using over half of their time with the iPhone "not making a telephone call," and was convinced enough that games could be a big market that he called up an old partner and went to work. Ngmoco started with a $5.6 million round of funding from the iFund, and Young and his company were in business. He said that the first idea Ngmoco had was to use "highly instrumented" free apps to promote premium products. It would run a bunch of quick, free apps out to the App Store, monitor how and when people used them, and then use that knowledge to promote more in-depth, premium apps. Ngmoco released Mazefinger, Topple, Dr. Awesome, Dropship, and its "first commercial hit," Rolando, all in that first round, using the free apps to drive sales of the higher-level premium apps. After a little while and a lot of data gathering, the company concluded a few things: premium apps were working, but the fast apps were not. Ngmoco would need a better way to reach a bigger audience, and it'd need to do that fast -- Young said that at that time, the App Store market was growing at 400%, but actual app releases were growing 1200%, so his company decided that "it's going to get messy." So it began phase 2. First, another round of funding, and $10 million investment. All legacy products were shipped or killed, and focus was placed on premium titles only -- Star Defense and Rolando 2 -- while the Plus+ network was created for app promotion (to replace the "fast apps" that it'd started with). But it didn't work out: "Star Defense disappointed us," said Young, "and Rolando 2 did better, but it didn't map to the growth of the market." Ngmoco didn't like what it was seeing at other companies either -- in the first few quarters of 2009, the average price in the top five paid apps was only $1.68, and that basically consisted of a few big name premium apps like Rock Band bringing up the average from 99 cents. At that rate, said Young, a company would have to keep a game in the top five for 365 days straight (a relatively impossible task, he said) to make only $12 million. In short, it wasn't possible, in the paid app section of the store, to make a quality application and profit off of it long term at scale. Still, Ngmoco did believe that usage patterns on the iPhone still showed that there was a market to be found, so it went to phase 3 -- "Freeing ourselves," Young called it. He and his company decided that an app was a trade with customers -- customers would pay money to have the company fill out their free time. And that's how the company attached itself to the concept of DAUs. DAUs, explained Young, are "daily active uniques" -- all of the people who log into an app to play with it daily, the number of unique users per given day. The company is also interested in dollars (actually cents) per DAU, or the average number of cents earned per daily user. 250,000 users may play your free app every day, but only 2% may actually pay for it using in-app purchases. If that money total equals $5000, Young said that's like 2,000 users (the average number of downloads for the top list of paid apps at the time) buying your app for $2.50. In short, you don't need to have a paid app at all -- you just need to monetize usage for that 2%. And so in July of 2009, Ngmoco began its push for freemium. The company looked at its library, and killed or shelved everything that it didn't believe would be viable in a free-to-play model. After that, it had only two titles ready to go: Eliminate (which was called Eliminate Pro in the App Store, because that was meant to be the premium version, and the name never got changed), and Touch Pets. It also purchased a social MMO called Epic Pet Wars, and let it operate on its own, silently watching and learning what they could about how it all worked, all while "seeding" its own Plus+ network. And that worked. Eliminate and Touch Pets both went to the #1 spot on the App Store on their releases, and Touch Pets is still growing -- it had its highest-grossing day on Valentine's Day of this year. "Vision became math," said Young, and he was convinced he had something. The design of both of those apps actually drove DAUs, and more DAUs meant more engagement, which meant more in-app purchases, which meant more profit. Ngmoco, Young believes, has "tangibly connected" game design to business success in a model that it can replicate. And he believes the biggest game in this model is yet to come -- if Ngmoco can make a game with 10 million DAUs, and design it well enough to get more than five cents per DAU, then "that would be a really, really big business." One more round of financing, this time $25 million, and Ngmoco is taking the freemium model off to the races. Godfinger and We Rule are currently in beta (which, in the strange environment of the App Store, means they're only released in the Canadian region, not only because "we like them and they seem nice," Young joked, but because they are 5% of the global audience and happen to map pretty nicely to 75% of Ngmoco's business, in the US and the UK), and the company is planning a whole slew of titles for this year. Next, Young ran through the three ways he believes this model is completely rethinking game design. First, it's doing things different in terms of development: traditionally, a large team of people works for a long time on a game, and once it's been through QA and testing phases, the game is released, with possible DLC afterwards. When Ngmoco started making games, it did things a little differently -- much shorter development times, highly instrumentalized (to track customer usage), with a team of five to seven people for fairly constant updates (to keep users engaged). But under the freemium model, the plan looks very different in three major ways. First, development only takes a few months, and only until the company develops an MVP ("Minimum Viable Product") -- a game that's not yet finished, but polished enough to be released. Then there's a limited period of testing in Canada, and then the game is not released, but simply made "live," at which point a small team of different people (because developers tend to get tired of a product soon after release, Young said) oversees it through "active," "sustain," and eventually "sunset" phases. The business model is also very different -- in a freemium model, the few subsidize the many. Young compared this to old-school arcades, where only a few "very engaged users" (about 2%, he pointed out) were constantly dropping quarters into arcade machines, even though lots of people came and played them. "Free to play is the new quartersink," he said, and then went further to say that in Ngmoco games, the "core compulsion loop is limited" even further by social interaction and gameplay mechanics (like Eliminate's Energy), which means they have an even better chance to "motivate" users than arcades ever had. And this, said Young, is the real shift in the business -- the design of games can directly increase retention, which can directly increase profits. Ngmoco can "build designs as beautiful engines" that will scale with its audiences. And its goal is to create games that require monetization not simply as a gate to content, but as an "enabler" -- instead of preventing enjoyment while not paying, it wants to "enable" enjoyment for users who are "motivated" to pay. Time can also be used as a gameplay variable, said Young, and the company is planning to use push notifications to increase engagement -- your games will send you notices that you need to take some action or that something has happened, and you'll be pulled back into becoming a DAU. And Young ran through the various ways that companies would be able to monetize those DAUs -- they can sell ads in the apps or use links to sell other apps on the store, or they can sell virtual goods directly to customers (Touch Pets, said Young, is making about $2.87 per transaction, and Eliminate is making about $2.17 per average transaction, which he expects will be low for them in the future. Finally, Young said that hits will look very different under this model -- apps will make the Top Grossing chart in the app store, but being in that chart will be the result of their sales, not the reason for them. And he believes that Ngmoco's biggest game is still to be made -- all of the Plus+ apps average about two sessions per DAU (in other words, most people log into them about two times a day), Ngmoco apps as a whole log about 3 sessions per DAU, and We Rule, the first big release with lessons learned under this model, logs about 5. Young believes that when Ngmoco finally gets its "superhits" going, the revenues will put other handheld gaming platforms "to shame," and even approach the revenues of mainstream console games. "This is the biggest transition since gaming began," Young told the crowd, and finished his address to rapturous applause.TUAWGDC 2010: Ngmoco's Neil Young on how freemium will change the App Store world originally appeared on The Unofficial Apple Weblog (TUAW) on Mon, 15 Mar 2010 14:00:00 EST. Please see our terms for use of feeds.Read | Permalink | Email this | Comments iPhone - Neil Young - Ngmoco - appstore - Rolando
-
GDC 2010: Hands on with Pocket Creatures
Filed under: Gaming, iPad One of the best things about going to a convention like GDC is what we in the business call "doing research," which you might know as "playing games." We often get to check out the latest and greatest that developers are working on, and so when Tactile Entertainment offered us a chance to check out their upcoming Pocket Creatures title, we gladly took it. The company is founded by four friends from Denmark, one of whom used to be the Development Manager at Crytek (makers of the PC graphics engine and its flagship shooter Crysis), and Pocket Creatures, due out later this year, is their first title. The game's backstory tells of an island somewhere with an egg in an ancient temple, and in an intro movie, the egg hatches to reveal the game's main creature character. But the game isn't merely a virtual pet simulator. While you can pet the little guy to make him happy or slap him to make him sad, the rest of the game actually embodies a pretty complex ecosystem, of which the creature and his emotions and abilities are only a part. Early on in the game, the creature was hungry, so we shook a tree growing elsewhere on the touchscreen, and out dropped a banana. The creature wouldn't eat it at first, so instead we pulled a carrot out of the ground and fed that to him. As he interacted with the carrot, a meter showed up on the bottom of the screen, with the marker all the way to the green, positive side on the left -- the creature liked carrots. He didn't like bananas, however, but with a little petting and reward added to the banana offer, he eventually learned to like it and ate it up. The peel was carried away by a few ants who appeared on the scene, and this was where things got interesting. Almost anything on the island can be interacted with in some way, and often even more than one way. We dragged an ant to a small nearby pond, where a set of eyes was peeking out, and dropping it in there brought out a platypus. Grabbing the platypus and scratching him across the ground created a small hole in the dirt, and placing the half-eaten carrot there created a sproutling. Sproutlings need water to grow, of course, and while we were told that there were a few ways to get water to the hole, one seemed pretty sadistic -- we smacked the little creature around until he began to cry, and a small raincloud appeared above his head to show that he was sad. Dragging the raincloud over to the sproutling watered it, and we were off to the races. The game is full of relationships like that -- feeding the creature certain things can activate certain powers as well, and those can be used on critters and items in the rest of the world for all different kinds of interactions. He can eat a lightning fruit, and gain the power to zap all sorts of things, changing them in some way. Or he can eat a love fruit, and gain the power to convert enemies into friends. Tactile made it clear that if you wanted to turn the island into your own personal garden of peace, that was possible, but they want to make sure and "play in either direction" -- you can turn your creature and his surroundings into a mess, if that's what you'd rather do. For each of your actions, you'll get rewarded with various achievements. Those achievements not only track everything you do in the game, but they also give you items that you can use to customize the creature's appearance -- earn the "Devil" achievement and you can get some horns to wear, or earn the "Angel" (whatever that is -- they haven't created all of the different criteria yet) achievement, and you can wear some wings. You can even earn both, and keep both items -- however you want to play it is fine. Tactile says they're planning to keep the content coming as well -- "we like the way Pocket God is doing it," they told us during the demo. They haven't settled on a price yet, but they do realize that the game has a lot of potential on the iPad. Even before the game was announced, they said, "the concept was already there for a touch tablet," even if it wasn't done by Apple. But like all developers, they're unsure of making any plans before they actually see the product. "Our destiny is sealed by somebody behind a secret door somewhere." If there's an issue with Pocket Creatures, it's that the game might be too open in this early stage -- there were so many things to do and so many relationships that not too many of them were clearly apparent in our short time with the game. But we did get to see a feature that allowed them to place some tips in the landscape, and they're continuing to tune and work on development, so hopefully by release, even the most complicated of relationships will be accessible. We'll keep an eye out for it when it shows up on the App Store in a few months.TUAWGDC 2010: Hands on with Pocket Creatures originally appeared on The Unofficial Apple Weblog (TUAW) on Sun, 14 Mar 2010 21:00:00 EST. Please see our terms for use of feeds.Read | Permalink | Email this | Comments AppStore - Crytek - Game Developer Conference - Apple - game
-
OnLive killed the game console star?
What if you could stream games, any game, over a decent broadband connection to your PC or Atom-based netbook at the same quality as the PS3? Would you walk away from your beloved console? That's the of hope of Palo Alto-based OnLive. But this is much more than empty rhetoric -- OnLive's been dropping jaws of the press who've seen it working this week. GameDaily dubbed the play "fantastic" after seeing Crysis streamed "smooth" off a server to a plain ol' MacBook laptop. See, OnLive claims to have perfected the video compression so that latency (just 1-millisecond) is low enough to support on-line multiplayer setups. Broadband connections of 1.5Mbps (71% of US homes have 2Mbps or greater) dials the image quality down to Wii levels while 4-5Mbps pipes are required for HD resolution. At the moment, OnLive is showing 16 high-end titles at the Game Developers Conference (GDC) in San Francisco and expects to be able to release new games within the same window as traditional retail launches. The games can be played on "any PC (Windows XP or Vista) or Mac" without the heavy cash-burden of a high-end graphics card, fast disk, quad-core proc, and truck-load of memory. Otherwise, OnLive plans to release what it calls a MicroConsole with Bluetooth (for voice chat) and optical audio-out that can be connected to your HDTV over HDMI -- pricing has not been announced but it will cost less than a $250 Wii. There's a community element too, of course, with OnLive reps boasting about it operating on an "unprecedented scale." This includes the ability to join live games at any point, the creation of "brag clips" that saves the last 10 seconds of game play for sharing, as well as leaderboards, rankings, and the rest. And if you think publishers will never buy in to the model, think again: Electronic Arts, Ubisoft, Take-Two Interactive, Warner Bros. Interactive Entertainment, THQ, Epic Games, Eidos, Atari Interactive and Codemasters are already on-board. Expect OnLive to launch this Winter with monthly subscriptions available in "a variety of different pricing packages and tiers, competitively priced to retail." Damn.[Via FT] Filed under: GamingOnLive killed the game console star? originally appeared on Engadget on Tue, 24 Mar 2009 02:51:00 EST. Please see our terms for use of feeds.Read | Permalink | Email this | Comments
-
iPad: It’s All About the Games
Businessweek article, the iPad is going to be all about the games. A large portion of the few companies elite enough to actually get their hands on a pre-release version of the iPad are game developers. Gaming is big on the iPhone/iPod touch platform and our own Weldon Dodd's analysis of sales in the App Store on its one-year anniversary revealed that 79 percent of iPhone users have purchased a game. Contrast that percentage with the percentage of games shown in the iPad commercial: zero. Why this dichotomy? Practically ever iPhone commercial shows someone playing some kind of game and showing that the iPhone platform is both for productivity and fun. Whether it's Monopoly or Crash Bandicoot, we usually see a game somewhere in the commercial. Games are fun and the iPhone naturally feels like a game controller. From the moment games left the arcade, we've been used to some kind of fairly small handheld controller for our interface device. You cradle it in both hands: one on a multidirectional tool (stick or directional pad) and another holding the device and pressing buttons. Staring in the days of Mattel Football and the Atari 2600 to the Xbox and Playstation, it's something we've gotten used to. Nintendo changed the rules with its Wii Remote providing an interface device that feature more motion in the mix and had us hold the device more naturally. iPhone games still generally expect us to cradle the device in our hands and use our thumbs to simulate the directional pad and buttons. An additional control scheme of device orientation and motion is featured in many games, but the majority of iPhone games utilize thumb tapping and dragging as the primary control. While I have not been lucky enough to lay my hands on an actual iPad, it seems to me that the traditional iPod/iPhone thumb control scheme will not adapt well to the iPad. Games that work great on the iPhone platform will simply not have the same user interface experience on the iPad. They can't; the screen is too big and the device will be held differently. Unless you have really big hands you won't be able to move your thumbs across the whole screen. How am I going to protect Dave's house from the zombies now? Herein is the problem. Apple needs killer games to show off how diverse the iPad will be and currently there are none. Steve touted in his keynote the fact that we are already used to the iPad because we are used to the iPhone. That's only partially correct. Existing games will technically “run” on the iPad, but their play will be entirely different due to the different ergonomics. The game developers will have to go back to the drawing board and figure out how people will hold the iPad and update their games to take this into account. Is it better to assume game play will happen with the iPad flat, or will more people hold the iPad up to play the game? How clunky will using the accelerometer be on a device so large? The only way to answer these questions is to have a real live iPad in hand for testing. Apple's seeding of iPads to game developers is not about Apple's commitment to the gaming platform, but a recognition that games will not translate well from the iPhone to the iPad. Lexulous and Monopoly probably won't have a problem, but games that rely on fast tapping and hand-eye coordination (meaning the really fun ones) will likely not scale and new iPad owners will be frustrated with their shiny new toy. Apple needs these games to work and work well on April 3. What will the first game be that shows off the unique features of the iPad the way Crash Bandicoot and Rolando did for the iPhone? How will we interact with these games and finally involve our whole hand and not our thumbs? I can imagine some genres of games that will shine on the larger iPad device, such as racing games (the iPad will make for a nice big steering wheel). Will other games be redesigned for the iPad or will they simply include new controls? Most of all, will we have to buy new games for the iPad or will they simply be free updates? I'll leave that to the game developers who were lucky enough to have an iPad before everyone else to protect us from boredom.
-
Macworld 2010: Telltale Games and their Mac revolution
Filed under: Macworld, Gaming, Software, Interviews, Developer Well, there you go. After consistent rumors that the whole catalog would be coming over to the Mac, Telltale Games announced at Macworld last week that that's exactly what was going to happen. Starting with the Tales of Monkey Island series (based on the Lucasarts games, where many Telltale developers formerly hung their hats), the company will co-release Mac and PC versions, giving customers versions for both platforms at the same time. Telltale is hosting a vote on its website right now as to the next game set to be released, but as we learned directly from co-founders Dan Connors and Kevin Bruner, eventually the whole platform, including Monkey Island, Sam and Max, Wallace and Gromit, and Strong Bad's Cool Game for Attractive People, is coming over. And it's probably not long until the iPhone and the iPad follow suit. Kevin Bruner spoke with us on the livestream during the show, and Dan Connors sat down for a longer interview about Telltale's past, the decision to join the Mac gaming community, and what both founders think of Apple's newest platforms and the Mac community at large. Read on to see the full text of the interview. TUAW: You guys here at the show are announcing your Mac revolution -- you're bringing everything over to the Mac. First question is: Why? Why are you jumping into the Mac in this way? Dan Connors, CEO Telltale Games: We've always wanted to be on as many platforms as we could, and the Mac platform has continued to get more and more attractive to us, from how well it performs, and how slick it is and what it's capable of doing. And I think our content is differentiated in a way that the audience of people that are on Macs and that use Macs as a platform are a good target audience to build our products for. The fact that they're story-based and they're problem solving, they're a little different than what typical gaming is about. I was going to say yes, people who play your games, and fans of your games, it's very clear to spot. You can look at a game and know that Telltale probably worked on it because it's kind of got that old retro 2D LucasArts aesthetic. How do you describe your company and the games your company makes to someone who may not know about them? I think the things that are critical for Telltale is that we're really interested in interactive storytelling, and we're really interested in doing that around with existing story and characters that have a proven quality and characters that last and have audiences that are devoted because the storytelling and the character creation has been so strong. All of our characters across all of our franchises are very iconic within their audiences, and that's what attracted us to them. It's funny you call us "retro," because we believe that we're taking something that was a way of playing games that was very easy to play from a physical standpoint, and trying to figure out the right way to expose that to people that aren't necessarily games, but want to enjoy franchises and be part of an interactive experience for them to try. So it's an interesting line to walk as we kind of continue to create gaming experiences that really resonate for a certain group of people that have an expectation for them, but at the same time try to evolve it in a way that anybody can just pick up and play it and get it. If they're a fan of Wallace and Gromit, and they come into a Telltale world, they feel like they're playing Wallace and Gromit. That's really always our goal. And figuring out the right gameplay mechanics in which to make that happen, that's really where the innovation lies in our company, especially at this stage. Yeah, I call you retro, but in terms of a developer, you're actually very new because you have multiple tracks going in terms of what you're doing. You're taking old licenses like Monkey Island, loved licenses, and moving forward with those, and you've got newer licenses and newer worlds that you're kind of building, and you've dipped into episodic gaming. How do you balance all of the balls that you're juggling in the air? It's ironic because everything has been planned out to some degree in steps. The first part of the business was doing these episodic monthly releases, which were kind of holy grail-ish for a while, and investing in the production ability to do that. How do you make it happen? Then there was building the business around it to support it, and be a self publisher, and go out and do licensing. So the one thing that was rock solid was we had a demand for the games that we were building. So from that demand, that audience, they knew we weren't going to come to retail with it, we knew we weren't going to bring it to retail, so we said we're going to do this completely new, this revolutionary thing with the way this game is distributed, and they said, "Whatever!" As they usually do. What else would gamers say? "Just get it to us, we'll figure it out, we'll work together," and we've had a tight feedback loop with them for five years, handling a whole ton of processes that, for now, with us, we're really robust, and we can focus on, ok, how do we take this and make it happen for a mainstream franchise, where it's not all gamers, but it's a huge audience. And we'll always be doing the gamer stuff as well -- there are multiple tracks, like you said, and there are different levels to our business. We've been able to grow with this audience that was really savvy, adventure gamers have always been smart. (Laughs) They can figure it out, they almost don't want to have their hands held. So when something like Monkey Island comes along, four years in, that's in our wheelhouse. We've been built to do that. And then we looked at it and said, it has this soap opera element to it, and this is the missing piece that we've been missing from Sam and Max and Strongbad, let's tie it all together, like a real season of it. And we were focused on nailing that in Monkey and I really think that was the biggest success of the whole season for us. I did want to talk a little more technically about process. When the rumors were going around that you were headed to the Mac, one of the things that we heard was that it would be easy to port the games over. How did you find the development on the Mac? How did that work out for you? It was harder than we expected. Probably because we didn't expect it to be difficult. We wanted to move our whole core technology over. We weren't going to just do a one-off of it -- we wanted to enable the Mac as a platform for us for everything going forward. Monkey was the closest in the library to being released, so it made a lot of sense to do the transition with that, but it was still built for different groups under different rules of development, different platforms. But now that we're over, everything should be pretty straightforward. Not a port -- the platform supports it. It's pretty similar to Playstation, in terms of the different things you need to solve. So just from the lifecycle of the company, it made sense at this point to address the GL issues and making it run on that type of rendering system. If we were a huge company, it probably would have been easier for us, but it was still relatively painless. So once you've made that transition, then I guess everything going forward that we see from you all, we can expect day and date on both platforms? Yeah, that's our intent. The only real hangup is the QA and what bugs are going to exist, going to be unique to the Mac. But that didn't seem like the issue. Now that the renderer is solved, that doesn't seem like it's going to be an issue going forward. Great. I want to talk also about the iPhone -- it's been a successful outlet for sure, and as you said, the casual basis of the point-and-click is perfect for the iPhone. What do you think of the App Store in terms of development as opposed to these other platforms? We don't have anything over yet (ED: The Secret of Monkey Island on iPhone was produced by Lucasarts, not Telltale.) From what we've heard, it's a very democratic process, but there's a lot of product that needs to be processed and needs to go through the queue. That's the issue. And kudos to them because that's a sign of success. But obviously we want to get over there and be on the iPhone because so many people are using it as an entertainment device. It's just, what's the right product experience, how do our games translate over there? The point and click stuff is pretty forward, Monkey Island Special Edition did really well. Are you interested in releasing within a certain time frame on the iPhone, then? Seems like it would be easier with Mac development under your belt. Exactly. It's the next target from a new platform standpoint for sure. We're a little surprised that it's been the gaming device that it has, but we're certainly interested in getting there. Understanding the marketing, and how to stand out amongst all of the other apps, I think, is something that we're interested in watching other people do, because it's a crowded marketspace and it doesn't seem like there's a lot of different levers you can pull on the deck itself. But if it's something where our platform supports it, and we can have a game and have an iPhone app along with a Mac product all at the same time, then it just makes sense to always be developing with that in mind. And this is hypothetical at this point, considering that we haven't touched one, but since we're at Macworld 2010 and you're a developer, I have to ask you about the iPad. One thing we've heard from developers here is that the iPad is a very different platform from the iPhone. They run the same apps, and you can upscale, but a lot of developers are looking at making completely different apps. You're still thinking about the iPhone, but in terms of what you've seen about the iPad, what do you think about that platform? I think the ten inch screen is closer to what we do now than going all the way down to a handheld device, especially since we're really focused on being a cinematic company, and having character development and a cinematic presentation. So a larger screen is definitely of interest to us. I don't know about the nuts and bolts of how different the iPad is from the iPhone or the Mac processor in general, but certainly from a way to interact with the product, a large touch device has a ton of possibility. "He says, smiling..." (Laughs) The question is, what's the install base going to end up being? How many people are going to use it to have interactive experiences on? My feeling is, and the reason I'm in this business, is I believe everything's going to be interactive at some point. Maybe not now, maybe not five years from now, but I think this generation's coming up and they're going to expect to be able to interact with every product there is. So it feels like a first step, well not a first step, at this point it's probably a fourth or fifth step, but it's another step on the road, and it kind of feels like it's bridging notebooks and handheld devices. I guess the thing that's still kind of unclear to me is: who's the iPad targeted at? Is it an entertainment device, or is it a note-taking device, or is it a personal data assistant? Because I've got all of those things in different devices -- is it going to try to be an all in one? I don't know. I can't answer because I don't know yet. Are you going to get one? Well, not on day one. I'll probably wait for another revision. Because you're right, I've got a laptop, I've got an iPhone, I don't see room for me in there. I think there is room, and I think it'll be popular, but not for me personally. But welcome to the Mac! You're a newcomer here, what do you think of the community that you've seen here? Oh it's great. One of the reasons that brought us over to it is the creative focus of it. We're a little different in the things that we're focused on, storytelling and presentation, and those things really resonate here. And innovation as well -- the thing that fascinates me about the iPhone thing is the way that you can I can stand here together and say gee, there should be an app for that, and then someone goes and makes one. It's so fluid like that. It's fascinating, and it's a good crowd to be around. I've been to a lot of different shows, and this has its own unique character, so we're happy to be here. And frankly, 2/3 of the staff are all Mac heads, so they're all excited to be here. Kevin Bruner is a big Mac guy. So they've been around the community and been part of the community. There's always one wing of development that's like, "I'm doing it on my Mac." And we're like c'mon, and he's like, "No, I'm doing it on my Mac!" Great. Thanks so much. Thank you.TUAWMacworld 2010: Telltale Games and their Mac revolution originally appeared on The Unofficial Apple Weblog (TUAW) on Tue, 16 Feb 2010 22:00:00 EST. Please see our terms for use of feeds.Read | Permalink | Email this | Comments Telltale Games - Tales of Monkey Island - Mac - Apple - Sam & Max
-
Macworld 2010: Hands-on with the Parrot AR.Drone
Filed under: Macworld, Gaming, iPad We first heard about the Parrot AR.Drone, an iPhone-controlled RC quadrocopter, back when it made such a big splash at CES, but unfortunately, since we weren't there, we didn't get to see it in person. Fortunately Parrot did come by Macworld, and the day before the show, we finally got to see their iPhone-controlled, dual camera-equipped, high tech toy in action. So what's the verdict? It's not super easy to fly (we crashed it into the walls, the ground, and even their marketing guy), but it's the real thing -- the extremely light (3/4 of a pound, as our own Steve Sande estimated with remarkable accuracy) quadricopter is packed with all kinds of fun gadgets, including variable speed rotors, the ability to lift off, hover, and land on its own, and super-sensitive touch controls along with two 640x480 VGA camera feeds running back to the iPhone via 802.11G Wi-Fi. We're not sure how ready it actually is for market (or what it'll cost yet), but the AR.Drone does what it says on the not-yet-designed box: Allows you to control a real quadricopter with and through your iPhone. Read our impressions of the hands-on below, and don't forget to stay tuned -- we'll have video of our demonstration later on. Gallery: Parrot AR.Drone The copter itself is actually very durable for what it is. There are two circuit boards inside of a foamlike superstructire that easily handled the bumps and bruises we gave it during our hotel hallway tests. The center section reaches four light arms out to four propellers, each with their own variable speed engines and tiny LEDs that glow red and green depending on whatever speed they're spinning to control the copter's roll and pitch. When it's actually up in the air, the copter hums about as loud as your old PC -- noticeable, but not enough to interrupt a conversation, and easily talked over. There is a breeze coming from the rotors, as you might expect, but once you get about two or three feet below the rotors, it dissipates. Controlling the thing, however, is easier said than done. The current interface (we were told that the drone and the app prototypes we saw were about 80% complete) is plain, with just a few green indicators over surprisingly clear video send directly from the two onboard cameras, one facing forward and one facing straight down. The iPhone can switch views between the cameras, or even set up a picture-in-picture view. The copter is controlled with both the touchscreen and the iPhone's accelerometer -- you can make the drone propel forwards or backwards by manipulating a virtual joystick with your left thumb, send it lower or higher by pushing your right thumb up and down a green meter, and then turn or tilt it left or right by shifting the iPhone's accelerometer. If that sounds complicated, you've probably got it right -- basically, you've got to keep the iPhone tilted in the right direction, while simultaneously moving your left thumb forward or back to control speed, and moving your right thumb up or down to change the copter's height. Flying it around an empty room is a piece of cake (until you turn the copter around and have to control it backwards), but manipulating it carefully requires practice and dexterity. Probably not as much as a full RC plane, but even by the end of our short time with it (about 30 minutes or so -- battery life on the copter is currently around 15 minutes), we were only starting to get it going in the right direction. Fortunately, the copter can take care of itself, too. There's also a button on the screen marked "Take Off," and if you hit that, the copter will lift itself off the ground, and hover calmly a few feet above the air all on its own. When in the air, the button changes, and it'll land automatically as well. If you ever let the accelerometer go (return it to level), the copter's bottom camera will search the ground for a familiar pattern, and as soon as it finds something (the carpet we were flying it over had some clear patterns and shapes that it easily spotted), it will level itself off and hover in the air, waiting for you. One of the company's reps even waved his hand underneath the camera, and the copter momentarily fluttered until it was able to ID the ground below and level itself back out. Parrot made a big deal of how open they wanted the functionality to be, but unfortunately most of the specifics are still stuck behind a veil of plans. They say they want the app to be free, and that they have opened it up to developers to create their own applications and uses. The copter can currently carry 100 grams without too much trouble, and the Parrot reps told us that a cargo hook is a no-brainer, but that they'd probably wait for someone else to develop it. They weren't able to demo the camera's AR abilities for us at the show, but they say that they have two companies currently working on AR games for the Drone. Which ones? "We're waiting until testing is done to say names." Price hasn't yet been decided yet either -- while a few prices have leaked out online, the Parrot folks confirmed that no official price has been said or set. Nevertheless, they're adamant that it'll be for sale before the end of 2010, so if you're already sold no matter the price, keep your credit card at the ready. Who the drone will sell to is probably the most interesting question still to be answered -- the company told us plainly that they consider it to be a toy, and that they plan to sell it to the same type of people who would be interested in video game consoles and high tech gadgets like that (and who would presumably already own an iPhone). But it's not really a pick-up-and-play device at all -- while you can definitely fly the thing around within a few minutes, actually guiding it to the degree that you'd need to operate a game will take quite a while. Still, it's a cool device, and even if the company just posts this prototype for sale on its website, there are people out there who will buy them. We also asked about the iPad, and if they'd tested it with Apple's yet-to-be-released touchscreen, but they said that they hadn't even cracked open the SDK. Presumably, the app will work, since all iPhone apps will work with Apple's tablet, but they haven't tested it at all. So as with many of the questions around the AR.Drone, we'll see. Still, it's a wonder. There are lots and lots of people who would like to fly a real-life camera-equipped quadricopter using software on their iPhone, and that's exactly with the AR.Drone does.TUAWMacworld 2010: Hands-on with the Parrot AR.Drone originally appeared on The Unofficial Apple Weblog (TUAW) on Wed, 10 Feb 2010 19:00:00 EST. Please see our terms for use of feeds.Read | Permalink | Email this | Comments iPhone - Touchscreen - Handhelds - Smartphones - Marketing
-
10 reasons to pass on the iPad? TUAW fact check
Filed under: iPod Family, Portables, Odds and endsOver at TechRepublic's 10 Things blog, Debra Littlejohn Shinder has posted an article called "10 reasons why I'll be passing on the iPad." Some of her reasoning is sound, but quite a few of her points are easy to refute. It's worth looking at her post and the points it tries to make, because it's indicative of a widespread misunderstanding of not only the iPad's capabilities, but also its intended consumer base. 1. There's no physical keyboard Debra's correct that the iPad has no physical keyboard. But what she fails to account for is that not only will Apple sell a keyboard dock for the iPad, the device can also be paired with any existing Bluetooth keyboard. Apple's reasoning for not including a physical keyboard on the iPad is even more compelling than for the iPhone, because unlike the iPhone, you at least have the option of pairing the iPad with a physical keyboard. In order to put a physical keyboard on the device itself, there'd be two options: keep the iPad the same size and sacrifice a third of the screen's real estate, or increase the iPad's size beyond what some (including Debra) already consider unwieldy in order to include a keyboard. In landscape orientation, the iPad's virtual keyboard is nearly the size of a conventional keyboard, too, so while touch typing is going to be a challenge, it's a fair bet that typing on the iPad will be much faster and easier than the high end of 30 - 35 WPM thumb typing many people (myself included) achieve on the iPhone's far smaller keyboard. The lack of a physical keyboard on the iPhone hasn't measurably affected its sales; the iPad isn't likely to suffer many lost sales from this, either. Check out the other nine points by clicking the Read More link below. 2. One size doesn't fit all Debra claims that if the iPad is supposed to be a niche device positioned between a phone and a netbook, it should have a screen size midway between the two -- in other words, smaller than a 9.7" screen. However, that's not how Steve Jobs positioned the iPad at all during the keynote; Jobs's Keynote slide clearly showed the iPad filling a gap between the iPhone/iPod touch and a 13" MacBook. It's puzzling that in one sentence Debra complains about the iPad being too large to fit in your pocket, while in the next sentence she extols the virtues of Sony's VAIO X netbooks, which are almost exactly the same size - in terms of weight and thickness anyway. The VAIO X has an 11.1" 16:9 display, which actually makes it quite a bit larger than the iPad. One other thing about the VAIO X is quite a bit larger than the iPad: the price, which starts at $1299 -- far more expensive than even the priciest iPad. While it's true the iPad won't fit in your pocket, it's still far more portable than even a MacBook Air. Stephen Colbert even managed to pull one out of his jacket at the Grammys, so while the iPad is larger than an iPhone, it's far from the unwieldy monster many people are trying to claim it is. 3. It runs a phone OS One thing many pundits fail to account for is that the iPhone OS is actually a version of OS X adapted for a touchscreen device. No, there's no Finder, Dock, or menu bar. No, there's no Exposé, Spaces, or Time Machine. But the underpinnings of the iPhone OS are exactly the same as those of the Mac version of OS X. So when people complain the iPad doesn't run OS X, they're really pining for OS X features like the ones I already mentioned -- the Finder, Dock, menu bar, etc. However, none of those OS X features are particularly suited to a touchscreen device, especially one with a 9.7" screen. Tablet PCs running the full version of Windows have already demonstrated the pitfalls of running an OS meant for a larger device with a traditional point-and-click interface, and as a result, almost all of those devices have failed to gain traction in the market. Debra and others also cite the iPad's lack of multitasking as a strike against it. On this point, at least, I agree with them. While iPhone OS already allows for limited multitasking among Apple's own apps -- Phone, Messages, Mail, Safari, and iPod can all run simultaneously in the background -- third-party apps are still restricted to workarounds like push notifications. While restricting multitasking makes a kind of sense on devices like the iPhone 3G, with limited processing power and RAM available, on the iPad those technological limitations don't fly as an excuse. You can argue that not having multitasking on the iPad makes it easier to use for Grandma and other non-techies, but it also limits the device's potential utility. Granted, the iPad isn't positioned as a replacement for a MacBook, but the ability to run even one or two third-party apps in the background would make the device far more versatile. Personally, I would be very surprised if Apple doesn't introduce at least a limited form of multitasking in iPhone OS 4.0. Of course, I also said the same thing last year about iPhone OS 3.0, so who knows. One point bears mentioning, though: despite the introduction of iWork for the iPad, Apple is still pushing the device as a platform for consuming media, not as a productivity platform. To get any serious work done, Apple still expects you'll use your main computer, whether it's a MacBook, iMac, or PC. 4. There's not enough storage The most important question to ask on this point is, "For whom?" Debra says the 64 GB model might have enough capacity for her purposes, but she also grouses about the price of that model, comparing it to cheaper netbooks with "four times the storage." I will say that I'm puzzled at Apple's decision to top out the iPad's capacity at 64 GB, especially considering that's where the iPod touch currently tops out. A 128 GB iPad would have been very tempting indeed; unfortunately, given the price of flash memory, it also would have probably cost more than $1000. But what does 64 GB allow you to store? In my case, a 64 GB iPad would hold my entire 39 GB music library -- 19 days worth of music -- plus my entire iPhoto library of over 7000 photos, which, when optimized for the iPad's screen, would probably take up somewhere in the neighborhood of 5 GB, plus or minus a GB or two. At my most app-crazy I had about 2 GB of apps on my iPhone 3G, and "Other" space, presumably including the OS itself, takes up just over 1 GB. Added up, that equates to 47 out of 64 GB. In my case, that leaves over 15 GB of space for document storage, videos, and so forth. Let's say I store my entire Documents folder on the iPad (I wouldn't -- I use iDisk and Dropbox for that) -- 4300 documents taking up just over 2 GB of space. Now we have 13 GB left over for videos and whatever else. Even if I left myself a 3 GB buffer for whatever reason (including accounting for the GB versus GiB difference), that's still 10 GB of space for videos -- enough to store 10 two-hour films at a decent bitrate, or almost an entire season of an hour-long TV series. Let me break that down again -- a 64 GB iPad would store: -- 19 days of music -- 7000 photos -- Well over 100 apps -- A 2 GB Documents folder with 4300 items -- 20 hours of video -- Around 3 GB of space left over for whatever else (temporary photo storage, e-books, accounting for the difference between binary gigabytes versus decimal gigabytes, etc.) Granted, there are people out there with music and photo libraries larger than mine, but most of my Mac-using friends only have, on average, 1500 items in their iTunes libraries, a thousand or so photos, and maybe three pages of apps on their iPhones. 64 GB may not sound like much on paper, but practically speaking, it lets you pack around a lot of media. Unless you're going to spend weeks at a time away from your main computer, the iPad should be able to carry around enough media to keep almost anyone entertained for days on end. 5. There's no HDMI output or camera Debra claims you can't output the iPad's video to an HDTV without an HDMI connector. That simply isn't true; with a VGA adapter, you can output the iPad's full 1024 x 768 video signal to an HDTV. With a component connector, you can output a 576p PAL signal or a 480p NTSC signal to your TV. Okay, fine, it's not 1080p ultra-high-def video, but where exactly are you going to find video of that resolution anyway (besides Blu-Ray and Bittorrent)? I'll admit that it would have been nice to have at least 1366 x 768 video (1080i, in other words), but I'm betting that the vast majority of consumers aren't going to even bother hooking the iPad up to their TV at all when it's far easier to just put the screen on their laps and watch a movie on the iPad itself instead. Another point Debra brings up is the iPad's 3:4 aspect ratio, which is less than ideal for video. This has been argued all over the internet, including here at TUAW, but as many people have pointed out, the 3:4 aspect ratio is ideally suited to pretty much every other function on the iPad except video: books, documents, web pages, and photos are all laid out far closer to a 3:4 or 4:3 ratio than 16:9. Using a 16:9 ratio on the iPad would not only make the device larger than it already is, it would also leave all other forms of media on the device at a disadvantage compared to video. The iPad's lack of camera is another point Debra and others have brought out against the device, but like multitasking, this is one point on which I agree. A back-facing camera like the iPhone's doesn't make a lot of sense on the iPad -- it would be a bit unwieldy trying to take pictures or video with a device this size, rather like trying to hold up a MacBook Air to take photos with its iSight. Most people probably have a standalone point-and-shoot camera that would take better stills and/or video than the iPad's hypothetical back-facing camera anyway, and you can load those pictures directly onto the device with either the iPad-specific camera connector or SD card reader. But a front-facing camera for video conferencing definitely would have been a killer feature. Apple apparently thought so, too, because it actually included a space in the iPad for exactly such a camera, only to withdraw it for reasons known only to Apple. Whether the company is waiting for the next-gen iPad to introduce a camera or pulling a big switcheroo like it did with the original iPhone -- which was originally supposed to ship with the scratch-prone plastic face of previous iPods, but was replaced with nearly scratch-proof glass in the six months between its announcement and release -- no one can say. 6. There are no USB ports Debra's main complaints against the lack of USB ports are that you can't hook up a flash drive or a USB keyboard. As far as the keyboard goes, I've already mentioned the fact that you can purchase a keyboard dock or use a Bluetooth keyboard. As for not being able to hook up a flash drive? I can see why some people might want to do this -- expanding the iPad's storage, transferring files, etc. But I'm willing to bet that for most people this isn't going to be an issue. While I run the risk of sounding like Bill Gates's infamous "640K should be enough for anyone" by saying so (although Gates never actually said that), 64 GB of space on a device like the iPad really should suit most users' needs -- at least for the next couple of years, anyway. As for transferring files? I can think of a number of existing, cloud-based solutions, the most simplistic of which is e-mail. No, you can't transfer several gigabytes of files at a time through e-mail or "the cloud," but most people don't transfer that much data all at one go even a handful of times with a portable device, much less on a regular basis. I'm not going to go full fanboy and say it's a good thing the iPad doesn't come with USB ports. In fact, I'm kind of with Debra and the others on this one in wishing that Apple included at least one USB port. While I probably wouldn't use the port very often (if at all), it definitely falls into the category of "nice to have." I've been an iPod user for almost five years and an iPhone user for a year, and I can count the number of times I've needed/wanted a USB port on one of those devices on exactly no fingers... but I'll admit that I might sing a different tune with a bigger device like an iPad. But for most of the people who are likely to buy the iPad, i.e., the non-geek, non-techie, "I just want internet and music and movies" folks, they're probably not going to miss USB ports at all. 7. There's no flash memory slot No, the iPad doesn't have a flash memory slot. You can buy an SD card reader attachment, though, although Debra and others rail against the added cost of the connector, claiming that in order to reach "the functional equivalent of a netbook, you may end up spending a bundle." A lot of the same arguments for or against USB apply here as well; most non-geeks aren't going to miss an SD slot at all. Transferring documents via SD cards in 2010 reeks of the "sneakernet" we thought we were abolishing along with dot-matrix printers and 2800 baud modems; let's just say that most users are going to have photos and/or videos on their SD cards, most users are going to wait until they get home to their main computer to upload those files, and most users aren't going to care that the iPad's missing a dedicated SD slot any more than they cared about the iPod missing one. If anything, the argument for an SD slot is far weaker than the argument for USB. 8. The price is not right Debra claims the iPad "costs twice as much as the Kindle and other ebook readers." That's flat-out false. The $499 iPad does cost almost twice as much as the standard Kindle, but compared to every other e-reader out there, the iPad's pricing is extremely competitive once you consider all the things the iPad does that the other readers iDon't. A $489 Kindle DX, for example, while $10 cheaper than the cheapest iPad, doesn't have a color screen, has only 4 GB of storage, doesn't have a touchscreen, doesn't run apps, doesn't have e-mail, music, and so on, and so forth. The iPad's price is the one aspect of the device that few pundits have complained about; in fact, the pricing has Wall Street and other financial analysts doing cartwheels. You don't even have to compare the iPad to other companies' similar products to see how good a deal it is. The 16 GB iPad costs $300 more than an 8 GB iPod touch. That $300 gets you twice the capacity, a much larger and higher-quality screen, a more powerful CPU, better Wi-Fi including 802.11n, vastly improved battery performance, a built-in speaker and microphone, and, eventually, access to a host of apps designed to take advantage of the iPad's larger screen and higher performance. A 32 GB iPad has the same $300 price difference compared to a 32 GB iPod touch, as does the 64 GB model. Once you tack on an additional $130 for 3G wireless the price difference widens, but so does the device's utility -- access to wireless broadband anywhere there's an available 3G network, which, as iPhone users already know, is invaluable. Debra compares the fully kitted-out $829 3G-enabled iPad to "a powerful compact laptop that runs a full-fledged operating system and multi-tasks and that has USB and SD and Ethernet connectors, 4 GB of RAM, and 250 GB of storage." The "full-fledged operating system" she's talking about isn't OS X, however, and the laptop she's talking about definitely isn't manufactured by Apple. That might not make a difference to a lot of people, but if you're already in the "Macs cost too much" camp, it's no wonder the iPad doesn't hold much appeal compared to that Windows Home Edition running, plastic, bargain-bin quality laptop from Dell or HP that's almost certain to stop working in two years or less. Yes, I recognize the extremely fanboyish sound of that sentence. No, I don't apologize for it. Cheap laptops are exactly that: cheap. Call it elitism, fanboyism, Kool-Aid drinking, whatever: I'd much rather put up with the iPad's shortcomings than those of the "powerful" but oh-so-cheapo laptops of other manufacturers. 9. It's locked in "You have to buy your apps from the App Store," Debra notes. Yes, you do: from a store that has over 140,000 apps available, most of them for free, and capable of doing almost anything. Hate the App Store for some reason? Fine. Jailbreak the thing and use Cydia instead. Apple may not want you to do this, and they may go out of their way to prevent it, but if you're of the jailbreaking mindset already, that's not going to stop you, is it? A very vocal minority of people love to complain about "vendor lock-in" when it comes to the iPhone/iPod touch/iPad, even though those same people have likely been playing around with video game systems from Nintendo, Sony, and Microsoft for decades -- all platforms with "vendor lock-in" even more pervasive and insidious than that of Apple's platform. What these people don't seem to realize is that same vendor lock-in is precisely what keeps Apple's portable platforms from being riddled with viruses, malware, and apps made of more crap than code. "Security through obscurity" may be a valid(ish) argument to fall back upon with the Mac, but with 75 million plus people using the iPhone OS, it's a very high-profile target for virus writers. That same "walled garden" that Linux proponents and "open internet" evangelists whine about is what keeps the iPhone platform from being an unusable nightmare. Yes, the App Store approval process has in many cases been a pain in the nether regions, but things are improving -- apps that might have once taken days or weeks to get approved are now getting through the approval process in a matter of hours. Has the App Store's "lock-in" affected sales of the iPhone one iota? No. In fact, sales of the iPhone took way off after the App Store's arrival. Yes, "Apple as gatekeeper" gets the George Orwell fans riled. But someone has to keep the gate, because the instant the iPhone OS becomes a truly "open" platform like some people are espousing, that's the same instant the Russian mafia remote-hijacks your iPhone from a basement in Vladivostok because you just had to download that "Siberian Honeys" app from the dark alleys of the internet. Other aspects of dreaded "lock-in" that Debra's concerned about are riddled with falsehoods. "You can't run Skype to make phone calls," with the iPad, she claims. "We wouldn't want to cut into the iPhone market, after all." Say what? That must be news to the Skype team, who's already investigating an iPad-specific Skype app. It must be news to Apple, too, who no longer restricts the use of VoIP over 3G. "Nor can you download Flash to install on the browser, which means you won't be watching those YouTube videos." Say what again? Since when is the iPhone/iPod touch/iPad incapable of watching YouTube videos? Oh right: since never. No, you can't put Flash on the iPad, but according to our informal poll, 75% of people planning on buying one either don't care or are outright glad Flash isn't making an appearance. What about hardware "lock-in?" Debra says that "you can't even remove and replace the battery yourself," which has been true of every single iPod since 2001 and hasn't stopped people from buying them by the millions. She goes on and says, "if you were flying to Australia and wanted to bring along an extra battery for the extra-long flight, forget about it." Um. A two-second Google search for "iPhone external battery" might have been a good idea. Plus, speaking from personal experience, if you stay awake for a full flight across the Pacific Ocean, you're going to have a lot more pressing issues to worry about than your iPad's battery, like the fact that you're going to feel like you got run over by a truck after the plane lands. Take it from one who knows: Trans-Pacific flights are best spent in blissful unconsciousness. 10. The network Yep, the iPad's 3G connection is only available on AT&T's network... if you live in the United States. If, like me, you live in what's known informally as "the rest of the world," this argument against buying a 3G-enabled iPad holds no water for you. But let's stick to the States for a moment and analyze Debra's argument against AT&T's network. No, AT&T isn't everyone (or possibly even anyone)'s favorite US network, but the pay-as-you-go, completely contract-free plans available for the iPad are very compellingly priced. You can get 250 MB of data for $14.99 (not the $20 Debra claims in her article), which is more than enough for casual data usage. 250 MB doesn't sound like a lot on paper, but that's what my iPhone plan started out at here in New Zealand. I never once went over 100 MB or so of monthly data usage until I started using iPhone tethering, and I'd consider my data usage fairly robust. The "unlimited" AT&T plan at $30 a month is an even better deal, and even if "unlimited" only means 5 GB, you're not going to burn through that much data unless you're using the connection every waking hour of the month. Debra's argument against these plans is that it's another bill to pay on top of your cell phone bill, but that's the beauty of the iPad plans: without a contract to commit to, you can cancel the plan whenever you want. If you start out with the $30/month "unlimited" plan on the iPad, only to find out your usage isn't topping 250 MB, rather than being locked in to that plan for another 23 months, you can downgrade to the $15 plan. If you find that you don't need the 3G coverage at all, you can always buy the Wi-Fi only iPad. "Here's wishing you good luck on finding those Wi-Fi hot spots," Debra says in response to that idea, which sounds about right for us in New Zealand, where free Wi-Fi is about as rare as gold, but makes much less sense in the US, where free Wi-Fi is usually only a library or café away. If you absolutely must have 3G on the iPad, absolutely must not use AT&T, and are prepared to spend twice as much for the privilege of going with Verizon, you always have the option of hooking the iPad up to a MiFi (possibly -- we'll have to wait until the iPad's actually released before we know if this will work or not). Additionally, just because the iPad isn't available on Verizon right now (now now NOW) doesn't mean it never will be; Apple and Verizon are reportedly "still talking" about bringing the iPad and/or iPhone over to the network. We've come to the end of Debra's ten points, but not to the end of mine. My final point, the one that sums up all of this: like the Mac, like the iPod, and like the iPhone, the iPad is not for everyone. It's not even for me -- despite all the words I've just spent defending it, I'm not buying an iPad until next year at the earliest, and only if I decide against replacing my current, aging MacBook Pro with the same computer rather than an iMac/iPad combo. The bottom line is that the iPad can't be all things to all people. It's not meant to replace a full-fledged Mac or PC -- it's meant as an ultraportable extension of a larger device, and one with a far simpler and more intuitive interface, a "computer for the rest of us," if you will. And make no mistake: for every Debra Littlejohn Shinder, for every "open internet" geek who screams "vendor lock-in" every time Apple's name is mentioned, for every "no multitasking, no Flash, no sale" techie, for every dismissive pundit who shrugs and says, "It's just a big iPod touch," there's at least one person who has been waiting for a device just like the iPad, and those people are the ones who will make it a success. Whether you like it or hate it, the iPad is indicative of the future direction of computing. But, just for the sake of argument, let's say we can cook up a portable computer far "better" than an iPad, a dream device that has USB, 1080p output, a removable battery, runs the full version of OS X, has a front-facing camera, isn't dependent on AT&T, isn't "locked in" to the App Store, has a physical keyboard, widescreen-formatted display, and has more than 64 GB of storage. What might such a device look like? Oh. Right. TUAW10 reasons to pass on the iPad? TUAW fact check originally appeared on The Unofficial Apple Weblog (TUAW) on Thu, 04 Feb 2010 10:00:00 EST. Please see our terms for use of feeds.Read | Permalink | Email this | Comments Apple - iPhone - Steve Job - IPod Touch - Sony