Sunday, December 29, 2013

Eleven things you didn't know about Apple

From the design team's obsession with unboxing to satanic pricing and the world's most unlikely mullet, there is more to Apple than meets the eye

By Samuel Gibbs on theguardian

1 Steve Jobs was adopted and half Syrian

steve jobs

Apple’s legendary co-founder and chief executive died in October 2011, but while heading up the company Steve Jobs revealed that he was actually adopted and half Syrian. His biological parents, Joanne Schieble and Syrian immigrant Abdulfattah Jandali met as 23-year-old students at the University of Wisconsin.
Jobs was put up for adoption in 1955, through pressure from Schieble’s parents. Schieble and Jandali later married and had a daughter, Jobs’ biological sister.

2 Apple’s first computer was satanically priced

apple-1 computer

Apple’s first computer, the Apple I, was priced at $666.66. Steve Wozniak apparently priced it without realising that the triple-six configuration had Satanic connotations, instead pricing it at one-third over the wholesale price of $500, and preferring one repeating digit over 667 because it was "easier to type".

3 Apple ships everything by air, not sea

cathay pacific cargo plane
Apple is Cathay Pacific’s biggest freight customer, as it prefers to move most of its stock by air instead of boat. The benefit is being able to move stock quickly rather than cheaply, with stock moved from China to the US in 15 hours instead of 30 days. It means that less money is tied up in stock (normally on credit) before it can be sold on.
It also means that phones, tablets and computers all worth in excess of £500 each are not sitting in a container at sea which might sink or get hijacked. 

4 A Macintosh is an apple variety

macintosh computer
The Apple Macintosh is so called because the macintosh was Jef Raskin’s favourite variety of Apple.
At the time it was just a codename, which Steve Jobs reportedly tried to change to “bicycle” while Raskin was out of the office, but Macintosh stuck until the end of product development and made it onto the box.

5 Apple’s hero shots aren’t computer generated

Apple iMac
The big, glossy super-high-resolution photos of Apple’s latest products in adverts and on its site are not computer generated. Instead, they are a painstaking blend of hundreds of high resolution, super-close up photos all with narrow depths of field.
The individual images are stitched together, in a similar way to high dynamic range photography which blends photos with different exposures, into one massive, ultra-high-resolution image entirely in focus.

6 Steve Wozniak is still an Apple employee

steve wozniak
Apple co-founder Steve “Woz” Wozniak set up the company in 1976 with Steve Jobs in his garage. He no longer actively works for Apple, but is still officially an Apple employee and receives a stipend estimated to be worth $120,000 a year.

7 Oh wow. Oh wow. Oh wow

steve jobs close
Steve Jobs’ last words were "Oh wow. Oh wow. Oh wow" while looking over the shoulders of his family, according to his sister Mona Simpson, who allowed the eulogy she gave at Jobs‘ memorial service to be published in the New York Times.

8 Apple had three founders

steve jobs and steve wozniak
Ronald Wayne was the little-known third co-founder of Apple, missing from this iconic photo. Photograph: DB Apple/DPA/Press Association Images
Apple was founded in 1976 by three people, Steve Jobs, Steve Wozniak and Ronald Wayne.
Ronald drew the first Apple logo, wrote the original partnership agreement and the Apple I computer manual, but sold his 10% stake two weeks in for just $800 because of concerns over debt.
That same stake would have been worth over $35bn today.

9 Thank Ive for the white iPod

jony ive coat
Steve Jobs was opposed to the idea of white products initially, but was convinced to use white as Apple’s primary colour for its products by Apple’s designer Sir Jony Ive.
In Ive’s recent biography, former Apple designer Doug Satzger has said that Jobs was only won over by white when shown a different shade called “moon grey”.
Ive’s love for white originated long before he joined Apple, right back to the work he produced while still a design student at Newcastle.

10 Packaging obsession

apple boxes
Apple pays as much attention to its packaging as it does to its products. So much so, that it has a dedicated secret packaging room within its headquarters in Cupertino, California.
Packaging designers spend countless hours opening boxes within this special room, attempting to elicit the correct emotional response in customers opening new products for the first time. In his book, Inside Apple, Adam Lashinsky describes the level of obsession and attention to detail Apple commits to packaging:
“One after another, the designer created and tested an endless series of arrows, colours, and tapes for a tiny tab designed to show the consumer where to pull back the invisible, full-bleed sticker adhered to the top of the clear iPod box. Getting it just right was this particular designer's obsession.”

11 Balls

In his recent unauthorised biography of Jony Ive, author Leander Kahney included a photo of an iMac G4 inside its box. The stem connecting the screen to the domed base is encased in polystyrene, with the two ball-shaped speakers carefully and very deliberately placed either side of the shaft. The idea of arranging them to look like male genitals was apparently the idea of the design team.
For good measure, the book also features a high school photo of Ive, arguably the world's most famous designer and tastemaker, with a very impressive mullet.

Saturday, December 28, 2013

Enjoy Exciting Farm Adventure! – FarmStory universal FREE

Want to try multiple games at once? Clutch this gratifying game box – FarmStory on your hands.




From 12/30/2013 - 01/03/2014, FarmStory will be universally free!!!(Note: Dev local time zone)

Fantastic farm, cute vegetable and multiple gameplay bring quadruple surprise in one classic game collection. Match Same Buddy, Vegetable Slot Machine, Catch Runaway Sprite , Cast Cute Guys, try these various games at one time.



FEATURES
Cute and exquisite art design, feast of finger practice
Multiple background stories satisfy different game players
Universal casual game both on IOS and Android platform
Classic game collection covers multiple gameplay

Links

You can also simply scan below QR code to download:

FarmStory

CornRider Full & HD - Universal Free

With super cute roles, fresh graphics and lots of optimized appearances, CornRider adds us a reason to stay besides high score chase. On this holiday, let’s end our 2013 with this most whimsical endless runner!


From 12/30/2013 - 01/03/2014, CornRider full & HD version will be universally free!!!(Note: Dev local time zone)

A creative endless runner includes sunny, night, underground and rainy scenes. Each scene is equipped with different enemies and obstacles to test your skill. CornRider is a game that you can't help but fall in love with.




Features
²  Corn tunnel and double corn harvest make corn collection endless cool.
²  Daily login reward and adorable powerups get free.
²  More surprise in treasure box.
²  More exciting super missions and challenges
²  Smoother game experiences.

Links

You can also simply scan below QR codes to download:


 


CornRider HD



                   
 CornRider Full

Wednesday, December 25, 2013

Games we can’t wait to play in 2014

By Joe Jasko on gamezebo
We’re really in the homestretch of 2013 now, and it’s been quite a good year for those of us in the gaming world. Don’t believe me? Then you should probably check out our ongoing lists of what we thought were the very best games to come out over the last 12 months. But just because we’re knee-deep in all of this gaming reflection, that doesn’t mean we’re not also looking ahead to see what awesome new games that 2014 is going to bring!
If 2014 winds up being even half as great as 2013 was for gaming, then I think it’s safe to say that we’re going to be in for some truly unforgettable experiences in the very near future: but something tells me that 2014 is going to be even better. After all, when you’ve got new games from both the makers of Super Meat Boy and Bastion coming up on the horizon, how can it not be anything short of glorious? So in that case, here are a few of the biggest games that we absolutely cannot wait to play in 2014.
news
The Banner Saga – The development cycle of The Banner Saga has almost been a saga in of itself in trying to make its way through the snow to our warm computer screens over the years. Having first learned about the game in early 2012, we can now finally expect to experience the stylish Viking-themed turn-based strategy game in just a few short weeks, on its official release date of January 14, 2014. No gimmicks, nor flashy bells and whistles, The Banner Saga merely promises to be an outstanding strategy RPG with absolutely stunning visuals and illustrations: something the game has already achieved with flying colors. Seriously, this thing looks like it belongs on your TV as a feature-length animated film. Just make sure you get some blankets out and start up a fire before playing: with a story that’s set at some point in history “after the end of everything,” it looks like things are going to get extremely chilling before long!
news
Mew-Genics – As a colossal fan of anything that has Edmund McMillan’s name attached to it, from the tough-as-nails platformer Super Meat Boy to the addictive roguelike The Binding of Isaac, I couldn’t be any more excited to finally get my hands on Team Meat’s newest creation in 2014. Everything we know about the quirky Mew-Genics so far makes it look no less awesome than McMillan’s previous efforts, and of course, no less completely bizarre. Described as a “cat lady sim” by the developers themselves (which I’m certain has to be a first of its kind), Mew-Genics will let players command their very own home that’s positively crawling with all sorts of cats. From there, you’ll be able to do everything from breeding your cats, to making your cats battle, to entering your cats in beauty pageants of sorts: because being the creepy old cat lady at the end of the street isn’t as weird as being the creepy old cat lady in a video game, right?
news
Transistor – When a little roguelike game called Bastion came out of nowhere in 2011, it not only left gamers all over the world completely floored, but it also rose to the very top of Gamezebo’s Best PC Games of 2011 list. So needless to say, we’ve been waiting to see how Supergiant Games was planning on following up such a modern masterpiece, and the answer to that burning question is a game called Transistor. Borrowing a few of the same gameplay elements as its predecessor, the upcoming Transistor focuses on a protagonist named Red, who falls into the possession of an all-powerful weapon that many warring factions will stop at nothing to retrieve. But what sets this new game apart from Supergiant’s early efforts is that Transistor is set to feature a gorgeous landscape of 3D visuals and some pretty huge sci-fi cinematics. All we need now is another smooth-as-silk narrator and we’ll be all set!
news
Rollers of the Realm – It’s not too uncommon these days to find a new video game that tries to mesh together two vastly different genres: such as football and adventure, or even slot machines and role playing. But when you say “pinball meets RPG,” well you don’t need to sell me twice on such an unbelievably amazing idea. And the upcoming Rollers of the Realm from Phantom Compass looks to be exactly that. Taking the traditional core mechanics of a pinball arcade machine like the ball and the flippers, but putting them all against a sprawling fantasy backdrop, players will be met with multiple dungeon areas to explore, countless enemies to battle, and just as many NPCs to befriend. In fact, you might even say that the game is an RPG first, and an innovative pinball game second. But whatever it is that you ultimately want to call it, all we know is that we can’t wait to play it!
news
Framed – Simply put, the upcoming Framed from Loveshack Entertainment is unlike anything we’ve ever seen before; and so naturally, it’s something we’re positively bursting out of our own frames to play. The name of the game also cleverly holds a double meaning, which might put the actual gameplay into a clearer perspective: not only has your character in the game been framed for a crime that he did not commit, but you’ll also need to help him escape by rearranging the different frames of a noir-style comic book. Each scenario presents the player with a number of illustrated comic book panels, or frames, with which the action will begin to unfold. By changing the order of the different frames in a scene, you can influence or redirect the ultimate actions that occur by the time you hit “Play” for your little noir pal to make his daring escape. Now that’s what I call thinking outside of the box!

Thursday, December 19, 2013

What was the biggest gaming event of 2013?

Question:
So what happened in 2013?
King almost floated but didn’t, possibly over one hit wonder concerns.
Oculus Rift raised $75 million to become launch VR headsets.
Angry Birds launched it’s first F2P game.
Two consoles had their fastest-selling launch ever.
GTAV grossed $1 billion in no time flat
Supercell sold a 51% stake for $1.5 billion to a Japanese acquirer.
If you had to identify the event or datapoint that emerged in 2013 which gives the best indication of where the future of games is headed, what would it be?
Answers:
       Teut WeidemannTeut Weidemann Online Specialist at Ubisoft
For me, it would be this:
playfirst-3

Ben Cousins1Ben Cousins Head of European Game Studios at DeNA

The same two games swapped the top grossing slot on iOS in most countries for the ENTIRE YEAR. A year in which the total revenue spent on Apps in the same store DOUBLED.

Martin DarbyMartin Darby CCO of Remode

For me it has got to be the Supercell share sale that sums up the zeitgeist. Not that the other things aren’t significant too though: More that they are just very close to things we have seen before.

eric seufertEric Seufert Mentor at Gamefounders

In terms of signals of future trends, I think the PlayHaven / Kontagent merger was pretty telling. The tools and services space around F2P (and mobile in general) exploded a few years ago and I think 2014 will bring a lot of consolidation within the mobile analytics and mobile advertising markets.

harry holmwoodHarry Holmwood CEO of Marvelous AQL Europe

Of course the Supercell valuation is a huge event, but I think I’ll pick the industry’s CPI hitting its highest ever cost as an indication of the direction we’re headed for 2014.

tadhg kellyTadhg Kelly Developer Relations at Ouya

Microconsoles

andy payneAndy Payne MD at Mastertronic

For me the fact that Google, Amazon and Samsung have got serious about games this year is pretty significant. Along with Apple they will make the trad console manufacturers look increasingly niche although some games developers should be able to make profitable games for Xboxone and PS4 and that can’t all be bad!
But as we approach the celebration that is Christmas, given that we have been marketed to since the day after Halloween, I would offer this;-
Can King find a queen?
Supercell is not an oxymoron
Will the consoles need consoling ?
And will Greedy Grinders for iOS and Android be a hit?

Wednesday, December 18, 2013

The 10 Best Games of 2013

By Shelsea Stark on Mashable
Next year's games have some big shoes to fill. Whether it was a blockbuster, Triple-A title or a scrappy indie game, we saw glorious examples of games reaching their full potential in 2013.
This year, games pushed the envelope in narrative, whether through a strongly written story or subtle character-building clues left in dialog. But where strong narrative stopped, great gameplay stepped in to make what we played this year some of the most fun and challenging games in recent memory.
No matter what your choice is for Game of the Year, this was undoubtedly a phenomenal year for gaming.

Tuesday, December 17, 2013

The 5 trends that defined the game industry in 2013

By Kris Graft on gamasutra
Gamasutra editor-in-chief Kris Graft steps back to look at the big picture in 2013.
We tend to like to talk about 2013 as a transitional year, mainly because two major new game consoles arrived. But while those launches were vehicles for some overarching trends in the game industry this year, they weren’t the sole source of transition.
In 2013, we saw new ways to share, new ways to involve the community, new ways to experience games, across various platforms and systems. Here are the trends that shaped the year in video games, and that will influence game development and business in the years to come.

The 5 trends that defined the game industry in 2013
Video game voyeurism
Livestreaming games and sharing gameplay videos had been around before 2013, but it was this year that video game voyeurism gained real traction and headed towards mainstream acceptance and usability.
Twitch has been leading the charge. Game developers, from Sony Online Entertainment to Mojang to CCP and others, have updated their games with Twitch integration, for easy livestreaming of gameplay. PlayStation 4′s controller introduces the “Share” button, which makes broadcasting gameplay a seamless, simple experience. Xbox One is a little behind on Twitch livestreaming, but the Upload Studio and ability to yell “Xbox, record that” to save gameplay to share later is still a little next-gen miracle.
Moving forward, integrating the mere functionality of livestreaming and video sharing will become standard for games and platforms — the next step is for game developers to design games with observer-friendliness in mind from the start.
Virtual reality gets real
The new wave of virtual reality excitement has been going strong since summer 2012, when the Oculus Rift became a big crowdfunded success. But 2013 is when thousands of Rift dev kits shipped to developers, and the potential of this hardware began to materialize.
The company told us before that it’s indies who would be pushing the capabilities of the VR goggles, experimenting with new kinds of interactive experiences, and that’s exactly what happened this year. Developers are bringing holodeck-style experiences to the Rift; they’re giving users the feeling of getting their heads chopped off; they’re creating horror games in horror games, just to name a few examples. Momentum is gaining, too — the already-talented team at Oculus VR recently added former id technical head John Carmack to its ranks.
The marriage of VR and video games isn’t limited to Oculus VR. Sony is rumored to have a PlayStation VR solution in the works, and other startups, including former Valve engineers at Technical Illusions with the augmented/virtual realty CastAR system, will be exploring the mainstream commercialization of VR in the years ahead.
Major console makers court independent developers in a big way
This year, we saw major video game console makers give small independent developers more attention than ever before. Particularly with the introductions of the PlayStation 4 and Xbox One this year, there were significant shifts in publishing policies and overall attitudes toward small developers — instead of game developers begging to be let into the walled console gardens, console makers were courting indies, inviting them in to help them boost their software lineups.
One of the biggest components of this trend has been the ability to self-publish on consoles. Sony, Microsoft and Nintendo’s strategies for self-publishing vary (Microsoft famously heeded the cries of game devs and changed its self-publishing policy for the better), but the main point is that none of them require a publishing partner to get onto these heavily-marketed game consoles that control a sizable mindshare of the video game market. That’s good for players, and it’s good for game developers.
Selling games before they’re done
Alpha funding — allowing players to purchase early, in-development games essentially as they’re being made — become considerably more commonplace this year.
Mojang’s Minecraft is one early example of the practice, but a big factor for alpha funding in 2013 was Valve’s introduction of Steam Early Access. Kerbal Space Program, Planetary Annihilation, Natural Selection 2, Project Zomboid — the list of alpha-funded games goes on and on. Developers are finding that players are willing to pay to experience a game while it’s being developed, as long as the developer is transparent that the the game is a work in process. Alpha funding is yet another way that developers are able to include their communities in the game development process, and it will continue to shape the way modern video games are made.
Indie reality check
Indies made a lot of great strides in the past year, but as the video game market matured, finding financial success has become even more difficult than before.
I could talk in-depth about how certain platforms, namely mobile, are increasingly crowded, how a small amount of larger companies are dominating top-grossing charts, how paid games have given way to metrics-driven free-to-play, how production quality, and therefore cost, is ramping up on “indie friendly” platforms. I could talk about how we’re not halfway through the month, and dozens of Steam games have already released in December, and that the churn will only get more intense.
But instead I’ll link you this recent, excellent Gamasutra comment from Dan Cook, lead game designer at Triple Town developer Spry Fox. It’ll give you some perspective on 2013, and some realistic expectations for the year to come.

Wednesday, December 11, 2013

10 Signs You are Hooked on a Mobile Game

by Yaniv Nizan on gamasutra
People have been talking about games as seriously addictive. Newspapers have written articles about teenagers needing an intervention. Is there a substance in them that chemically affect the brain? Probably not. There is something else going on here. Good games are simulating real life and the user start confusing the virtual world with the reality (let’s leave Matrix like conspiracy theories aside). This is how people end up paying for virtual goods in games, this is why people can get depressed if they were banned from their clan and get obsessed with being the best and winning.
It happened to me as well. I would download a game to see what the fuss is about. After all, that’s part of my job. A few weeks later I would start writing less, miss my deadlines and become less social. Not something I can afford while starting a company from the ground up. Here is how I learned to detect and preempt:
You Are Waiting for Life/Fuel to Refill
Most successful games have energy based mechanics that limit the amount of continuous game play. To the non addicted user, this serves as a reality check. You played 15 minutes. Time to do something else. If you are addicted, you will find yourself waiting with the device in your hand and waiting for the bars to add up.
You Set Up an Alarm Clock
Let’s say you just planted tomatoes in your field and they will be ready for picking in 8 hours. Some games have this kind of mechanics built into them. If you set an alarm clock it probably means the game got under your skin.
Asking Your Friends for Favors
Have you ever asked a friend to give you a hand in a game. Need a life? Want to form a clan together? Not a good sign if you want plan on actually having a life in the real world.
Spending Premium Currency on Consumable Goods
Most games have premium currency. These are the coins that you can’t get with normal game play regularly but are extremely rare unless of course you pay with real money. Pay special attention to how you spend this type of currency. If you buy things that are being consumed most likely that you will end up buying these coins sooner or later.
Getting Others Into the Game
Do you tell your friends about the great game you discovered and try to convince them to try it? “It really helps keeping my brain sharp” you claim and “I only play it while waiting in the subway”. If you are, you might be hooked. Hooked enough to push the drug to others.
You are Willing to Like, Tweet or Download other Apps
How far will you go in order to get ahead. You might not be willing to pay yet but how about liking, tweeting, watching video ads or downloading other apps? It’s a slippery slope from there.
You are Saving Up for Something
Are there special items in the game that you really need and are willing to save your virtual currency in order to get them? Do you find yourself calculating how long will it take for you to accumulate enough to by Nitrous Level 4? In real life we encourage saving up. In games it’s a good sign you got confused there for a second.
Your Battery Runs Out Mid-day
While your mind finds it hard to track how much time you actually spending on playing, your battery meter is a good indication for that. Does your batter start running out sooner in the day than it used to? Games are usually power hungry as they require the screen to be lit all the time.
You Talk to People While Your Eyes are Glued to the Screen
Can’t take your eyes of your screen to talk to people? Missed a station at the subway to complete the level before time runs out? These are not good signs.
Grind Work
Is there a part of the game that feels like work after a while? Do you still do it because this is how you get virtual coins? Many successful games have a component like that. A special way for you to turn a repetitive task into virtual coins. After all, once you are willing to work for virtual coins how different it is from real money?