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Tuesday
Dec202011

Review: SpellTower

By Jack Glenn and Jacob Williams

Get ready to bring out the dictionary.

SpellTower, the latest brainchild of Zach Gage, brings the power of spelling to your fingertips, allowing you to swipe across the board between letters to spell words. The tiles form, and then you press each letter to add it to the word. Once your word is spelled, press the last letter to count it. Points pile up, but so do letters. Certain tiles (letters) have special “powers”. Blue tiles wipe entire rows when used. Black tiles have no letter and can only be removed by using a letter next to the tile.

"Even my Mom, who hasn't played a videogame since Tetris, is addicted to SpellTower." - Zach Gage

Some tiles have a number in the corner. The number indicates the minimum number of letters you can use if you want that letter in the word. The minimum automatically is 3, so don’t go trying “I” or “A” or “IT”. You also can never use the same word twice in the same game.

A Word Game that Does Your iPad Justice.
With its huge 10x15 tile grid, SpellTower has room for some serious word strategy.
Find and swipe words in 4 challenging modes. Finding words clears them from the screen, dropping any tiles above.

Make long words or use bonus tiles to clear extra letters from the screen!

Words + Strategy = Awesome
Pick your words wisely! 

As you work, more tiles rise from the bottom of the screen, and it'll take all of your lexicological wits and tactical know-how to keep them down. If any of the letters make it to the top row, it's game over.

Four Amazing Modes

Tower Mode
No pressure here. Try and get the highest score possible out of 150 letters, eliminating small words to set up 7- and 8-letter blockbusters!

Puzzle Mode
Every word you make adds a new row of letters! Strategic word finding at its best.

Extreme Puzzle Mode
Like Puzzle mode, but with the minimum word length cranked up. Experts only!

Rush Mode
Rows of letters build up over time. Find words as fast as you can, but be careful you don't back yourself into a corner!

Game Center Integration
Show off how smart you are with online leaderboards for each mode and best word!

The game has 5 sections. The first, Tutorial, is mandatory the first time you play the game. It teaches you the basics, as well as some of the parts that make the game difficult. After that, Tower Mode is unlocked. Tower Mode is simple and somewhat inflexible, allowing you to use only 150 letters to get as many points as you can. After getting a certain amount of points there, Puzzle, Ex Puzzle, and Rush Modes are unlocked. Puzzle Mode and Ex Puzzle Mode are different only in difficulty level; Ex Puzzle Mode is harder.  In both, every time you form a word, a new row is added. Get as many points as you can before a row reaches the top, then game over. Rush Mode is a faster-paced version of these two. Every once and a while (every 15-16 seconds) a new row is added. 

This game isn’t perfect. There isn’t too much to do once you’ve tried the four main modes. You can keep playing in all four modes to go for a high score, but at some point you’ll get a seemingly unbeatable score, and then you might find yourself bored with the game. Sometimes, it seems impossible too. There are situations where no matter how hard you work to get that row down as low as possible, it just won’t go down.

However, SpellTower is easy to learn, play, and enjoy. You don’t really have to be Winston Churchill do to well in this game. In fact, some of the words you use won’t seem like words until you use them. For example, words like “MIL” and “SHEW” were new to my vocabulary. Rush Mode can get very exciting; you really are racing the clock to find a word, or even two.

With a nice price of $1.99, fun concept, and high replay value, SpellTower is obviously one of the App Store's stand-out games.  

Score: 8/10

Devolping SpellTower was a new and fascinating experience for creator, Zach Gage. He elaborated on this new endeavor for us:

Lately I’ve been experimenting with how I develop my games. When the AppStore first showed up and everyone was new to it, there was a bit of a rush to get things onto the store as fast as possible. Everyone briefly flirted with the model of releasing something early, and then if it proved popular, releasing a lot of updates to it to get it even to 1.0 functionality. In short, there were a lot of beta apps. In a lot of ways, this was awful for the consumer, but one thing that came out of it that was really exciting, was that if you were following particular app developers, it was like peering into their sketchbooks. Now that I get to go to conferences and meet other indies and see what they’re working on and then see how long it takes anything at all to come out, I’m starting to really appreciate the value of that early time in the app store.

"All in all it was a pretty crazy experience."

Lately it feels like I have more and more work stockpiling under me and not getting released because to put something in the AppStore requires such a huge amount of polish these days. That’s been really frustrating, so I’m trying two new strategies to deal with that. One is working with other people. In a number of my projects I’m working with other coders, game designers, musicians, and artists. This means I can work on (and polish) upwards of 4 games at a time.

The other strategy is just to figure out how to make games faster, and that’s what I did with SpellTower.

1. Quick Development Time 

I developed SpellTower in 13 days, two and a half of which included attending a conference and not working super hard, and two were days I had to teach my class at Parsons. Although these 13 days didn’t include the very first prototype (a simplified version of rush mode with no difficulty ramp), they did include creating all the sounds, all the graphics, and the entire design of the game, as well as coming up with all 4 modes, writing the tutorial, inventing mechanics to allow for a difficulty ramp, and doing and reacting to extensive (for the timeframe) play testing. 

All in all it was a pretty crazy experience. Even though I never worked more than 10 hours on the game straight, SpellTower was always on my brain, and because of that I didn’t get to spend very much time al all with my friends, girlfriend, or relations during those 13 days (outside of playtesting).

In retrospect though, it wasn’t nearly as hard as I would have expected it to be on the outset. Being really excited about both the project and the short timeframe experiment kept me focused, and I benefitted a lot from having playtesters around me who were excited about every new build.

There was one other thing that really helped keep me focused though, and that was :

2. New Genre for me

When I first started working on apps a few years back I made something called synthPond. It was a musical instrument for visual people. I made it because I wanted to be able to compose music but I’m highly visually oriented and don’t understand notation. It was a really exciting piece of software to develop because I didn’t know how to make a musical instrument and I knew very little music theory. This turned what would normally be a droll development process (why it’s taken me so long to develop it for the iPad), into a really exciting one, filled with learning.

The next game I made was Unify, which was a block dropping puzzle game… Except I hated block dropping puzzle games at the time. I didn’t know how to make games at all, and I *really* didn’t know how to make puzzle games. I had to reach out to friends who loved playing block drop puzzle games for help, asking them to show me their favorite titles, and explain why they were good. Next I had to get good at those games myself. Figuring out how to tune the difficulty in Unify was all about learning what makes puzzle games work, both in the games, and in the players, and I came out the other side loving the genre. I had a new game, and a new appreciation. 

After that I made a few games in genres that I like: Action, music, strategy, etc.. (these games are not all out yet) and while this was fun, the development process was slower… and so for SpellTower, I decided to go back to my old style of working, and make something that I’d never done before, something that I didn’t enjoy playing: Word Games.

And what a learning experience it was. Now I have to admit I’ve only spent a few days with this stuff still, and so none of this should be taken as strictly factual, these are just some observations that I used to guide my way through SpellTower development.

Play in word games is typically very different than play in any other genre. Word Game players are on the whole, vastly more proficient at their particular skill set than any other players I’ve ever seen.

For example, most halo players do not play on legendary difficulty, but most scrabble players know all the 2 letter words. Essentially, having a huge vocabulary and facility with anagrams isn’t just a nice thing to have when you play word games, it’s a borderline requirement. Fortunately, words are very useful in all walks of life, so it’s a skill that is honed outside of the games where it’s needed.

Still though, word-skill takes a lot of work and time to master, and because of that, Word Game players don’t generally want to ‘play’ word games in the traditional sense. They mostly just want to demonstrate their skills… or at least this is what you would be led to believe by most other word games out there. Boggle, Wurdle, Bookworm, WordSearches, Crosswords, taboo, etc, all of these games are about demonstrating a large vocabulary, and the player with the best wins. There’s not really a lot of what I would term as gameplay in these games. More so they are just a few rules around the idea of vocabulary demonstration. And this seems to work. Talking to a lot of Bookworm players I learned that essentially people will play a single game of Bookworm for weeks, slowly farming out bonus tiles to create the largest word possible. Crossword puzzles are notable here because they provide substantial gameplay that consists entirely of what you know. Although there is generally a ‘hint’ and a ‘puzzle’ in New York Times crosswords, the dominant factor on if you can do a specific puzzle or not is usually the day it was published, mondays being the easiest and sundays being the harvests. And if you can’t do it, you simply can’t do it. 

Word Game players don’t like to be cornered or pressured by forces aside the limits of their own knowledge. This is the opposite of most other types of games (except casual games).

Scrabble is of course the exception to this rule, and potentially why it’s so popular. It’s one of the few word games that manages to pull in some outside force to exert control over your word making abilities. The claim that Scrabble makes to us as players, is that if we are strategic with our words, we can win over someone with a better vocabulary. On the other hand, if we have an incredible vocabulary, we can win over something who is only passably strategic. Scrabble pits these two forces against eachother, and that makes it compelling. Of course, the downside of scrabble is that you don’t need a great vocabulary -only a knowledge of all the two letter words- to make the game hell for the other player.

So that leads me back to SpellTower. I first developed it as a game with a timer, what is now essentially Rush Mode. It didn’t take long to discover that this didn’t jive with a lot of word gamers out there. Many were immediately uncomfortable with the idea of things piling up. Having to act fast while they were still learning the system was scary and frustrating. 

Essentially I was trying to create a system with two difficulty vectors (like scrabble). SpellTower’s vectors were Vocabulary, and Speed. But speed was making people uncomfortable 

I immediately set out towards making a newer slower mode. One whose second vector would be strategy instead of speed. This is what turned into Puzzle Mode. In SpellTower’s puzzle mode new rows of letters are only added each time you make a word, so as long as you can keep making large words, you won’t lose. 

Initially I thought this would provide suitable difficulty, but I quickly learned that my housemate could play for literally 3 hours without losing. Since I was adding a row every time a word was created, there was no finer granularity there to ramp up the difficulty with. 

I also couldn’t just increase the minimum word length, as 3 letter words are basically required for manipulating the board so that longer words are possible. I had to come up with a way of increasing difficulty that was built into the system.

My solution was tile based length requirements.

For example, a ‘P’ with a ‘5’ in the corner, could only be able to be used in a word at least 5 letters long. What this meant was that I could slowly introduce these tiles over the course of the game, starting with 4’s and moving all the way to 6’s. This gave me the two difficulty vectors I was looking for.  

It made the game appealing to any player demographic (hopefully):

An novice player will bow out of the game early, since they cannot find enough 5 letter words to keep the tower from piling up. They will only encounter the strategy vector in passing, probably when some letters conveniently drop together. The strategic elements  will be a fun experience, and they will enjoy demonstrating their vocabulary to the game.

A reasonable player will get to the required letter tiles and the 4s and 5s will eventually block up her board. She will have to start to think about strategy when the 4s show up, and when she loses, it will be because she backed herself into a corner, without pressure from the game. 

An expert player will make it all the way to the 6s before getting blocked off. On successive playthroughs, an expert will improve her strategy - since vocabulary is already maxed out - and will become engrossed with the more intense strategic vector of SpellTower (hopefully), potentially having a new experience (many word game players do not play non casual video games). Later on, the expert player will move to Extreme Puzzle Mode (where the 6s are prevalent and strategy is paramount), or Rush Mode (with their newfound confidence). 

All in all, it was a 13 days I would do again, and I don’t think I would have attempted to make a word game with such a focus on strategy if I had known what I was doing when I started. Now I’m not saying thats true for everyone, but for me, it was only by virtue of being an outsider that I stumbled upon that possibility. 

I have yet to see how SpellTower does in the AppStore, but so far people seem to like what it’s offering, and I’m glad I could get it out there. I hope everyone enjoys it as much as I enjoyed making it.

Tuesday
Dec202011

AT&T pays $4b Breakup Fee to Kill T-Mobile Merger

By Jacob Williams

Rumors yesterday that the merger between AT&T and T-Mobile was falling apart have come to light today, as AT&T has officially announced to end the plan. The breakup fee AT&T will pay will come out to about $4 billion, $3 billion in cash plus a billion in spectrum, all to Deutsche Telekom. The two carriers have also agreed to a roaming deal, allowing devices from each network to work on the other. 

AT&T cites FCC and DOJ resistance as the main motivator for the decision. 

“The actions by the Federal Communications Commission and the Department of Justice to block this transaction do not change the realities of the U.S. wireless industry. It is one of the most fiercely competitive industries in the world, with a mounting need for more spectrum that has not diminished and must be addressed immediately. The AT&T and T-Mobile USA combination would have offered an interim solution to this spectrum shortage. In the absence of such steps, customers will be harmed and needed investment will be stifled.”

The roaming deal still stands, though. It will provide T-Mobile with a potential LTE solution, and AT&T will be able to offload some HSPA+ traffic to T-Mobile. 

Deutsche Telekom is still looking to sell off its US business, making very clear that T-Mobile is on its own for funding. Dish is taking an interest however, so there may yet be an FCC-friendly opportunity for T-Mobile.

Saturday
Dec172011

Best Android Phone Ever: Galaxy Nexus

By Jack Glenn

It's hard to keep up with the endless amount of Android phones, which seemingly have new devices being introduced every day. The new, Galaxy Nexus, built by Samsung in conjunction with Google, is the needle in that haystack. With incredible 4G data speeds, Google's latest Ice Cream Sandwich operating system, and an exquisite 720p display, it is easily — without doubt — the best Android phone available; furthermore, one of the best smartphones ever made

Design/Hardware 

It's quite apparent that the Galaxy Nexus is one of the better looking phones out there. Regardless, considering the gorgeous metal and glass of the iPhone 4S, the device's gunmetal-gray plastic is a bit of a dissapointment.

Internals 

  • A dual-core TI OMAP 4460 CPU clocked to 1.2GHz 
  • 1GB of RAM 
  • 32GB or 16GB of storage
  • Bluetooth 3.0, Wi-Fi 802.11b/g/n, GPS 
  • An NFC chip, compass, proximity sensor, ambient light sensor, gyroscope, accelerometer, barometer
  • A 5-megapixel shooter complemented by a single LED flash, and a 1.3-megapixel camera up front

Wednesday
Dec142011

3DS Early Adopters Can Download 10 Free Game Boy Advance Games On Friday

By Jack Glenn

Mario Kart: Super Circuit is one of the many games available for free download.

In August, 3DS early adopters were given the ability to download 10 free NES games, due to the system's price drop. In continuation of this pay-back from Nintendo, starting Friday, owners in the "Ambassador Program" will be able to download 10 Game Boy Advance games from the eShop, also at no cost.

Up for download:

•F-Zero Maximum Velocity

•Super Mario Advance 3: Yoshi's Island

•The Legend of Zelda: The Minish Cap

•Fire Emblem: The Sacred Stones

•Kirby & the Amazing Mirror

•Mario Kart: Super Circuit

•Mario vs. Donkey Kong

•Metroid Fusion

•Wario Land 4

•WarioWare, Inc.: Mega Microgames

There are some high-profile games on that list that will certainly appeal to everyone.

If the downloading of these games is handled as it was last time for the NES games, they should just appear in the user's purchase history. Luckily, as a result of last week's software update, the 10 games won't have to be downloaded at an annoying, one-at-a-time pace.

Wednesday
Dec142011

Humble Bundle: Name-Your-Own-Price For Five Indie Games

By Jacob Williams

The new Humble Indie Bundle 4 is out. This two week deal includes five games (Super Meat Boy, Shank, Bit.Trip Runner, Jamestown, and NightSky HD). The special thing about this: you get to choose your own price. So yes, you are able to get 5 games for just a penny if you want to, but something to consider is where the proceeds go. By default they go 65 percent to the developers, 20 percent to charity, and 15 percent to Humble Bundle. You’ll also get the chance to customize the percentages, or choose between the American Red Cross and Child’s Play for the charity. Not convinced? In addition to the other 5 games, you get Gratuitous Space Battles and Cave Story+ for free if you spend more than the average price ($5.32 at release). All the games are DRM-free, can be redeemed on Steam, and work for Windows, Mac, and Linux.

Wednesday
Dec142011

‘Steve Jobs’ Tops Amazon’s List for Print and Kindle Bestsellers of 2011

By Jacob Williams

Last week, ‘Steve Jobs’, by Walter Isaacson, reached the number one spot for print books sold by Amazon this year -- which is pretty impressive for a book released in late October. 

Amazon has now released its total best-selling list, for both print and digital books.

‘Steve Jobs’ topped the list again. 

1. “Steve Jobs” by Walter Isaacson

2. “Bossypants” by Tina Fey

3. “A Stolen Life” by Jaycee Dugard

4. “The Mill River Recluse” by Darcie Chan

5. “In the Garden of the Beasts” by Erik Larson

6. “A Dance with Dragons” by George R.R. Martin

7. “The Paris Wife” by Paula McLain

8. “The Litigators” by John Grisham

9. “The Abbey” by Chris Culver

10. “Inheritance (The Inheritance Cycle)” by Christopher Paolini

Senior Editor of Books for Amazon.com, Chris Schluep said, “After the year of recommending books to our customers, it’s always fun to see what books really resonated with them. We chose ‘Steve Jobs’ as one of the Top 10 best books of the year, and even though it was published in October, the sales have been phenomenal in both formats. And we’re really excited that Kindle Direct Publishing authors have taken two of the top spots this year for book sales overall.”

Wednesday
Dec142011

Microsoft Confirms February 2012 Windows 8 Public Beta

By Jack Glenn

Windows 8 features the "Metro" interface seen on current Windows Phone devices.

Microsoft has confirmed that the public release of Windows 8 Beta will come in February of 2012.

A late January or late February launch has been previously rumored, so it appears as though Microsoft is doing a good job at hitting their devolopment goals for the new operating system. The Windows 8 Developer Beta has already received over 3 million downloads, but a public beta will likely see some more significant results, especially considering that it will probably be something much closer to what will actually be released.

Monday
Dec122011

Apple's Mac App Store Surpasses 100 Million Downloads

By Jack Glenn

Apple has just announced that their Mac App Store has hit 100 million app downloads in less than one year of release.

“In just three years the App Store changed how people get mobile apps, and now the Mac App Store is changing the traditional PC software industry,” said Philip Schiller, Apple’s senior vice president of Worldwide Marketing. “With more than 100 million downloads in less than a year, the Mac App Store is the largest and fastest growing PC software store in the world.”

The store launched on January 6th and sold a million apps in just 24 hours, as well as a million copies of Lion in just a single day.

“With Autodesk products in both the App Store and Mac App Store, we can reach hundreds of millions of Apple users around the world,” said Amar Hanspal, senior vice president of Platform Solutions and Emerging Business at Autodesk. “With our free AutoCAD WS and the more powerful professional drafting tools of AutoCAD LT, we’re using the Mac App Store to deliver new products and reach a growing base of new Mac customers.”

To compare, the iOS App Store hit 100 million apps downloaded in a mere two months of operation and now moves a billion apps a month with about 18 billion total apps downloaded. However, keep in mind that the Mac App Store has a smaller user base, a smaller library of applications, more expensive average pricing, and the fact that it's not an exclusive official distribution platform for OS X.

 “The Mac App Store has unparalleled reach and has completely transformed our distribution and development cycle,” said Saulius Dailide of the Pixelmator Team. “Offering Pixelmator 2.0 exclusively on the Mac App Store allows us to streamline updates to our image editing software and stay ahead of the competition.”

The Mac App Store offers thousands of apps in Education, Games, Graphics & Design, Lifestyle, Productivity, Utilities and other categories. Users can browse new and noteworthy apps, find out what’s hot, see staff favorites, search categories and look up top charts for paid and free apps, as well as user ratings and reviews. The Mac App Store is included with Mac OS X Lion and is available as a software update for any Mac running Mac OS X Snow Leopard.

Sunday
Dec112011

Review: Gyromaniac

By Jacob Williams

The future of body movement gaming seems to lie in the TV-Console games. The Kinect has revolutionized this area of gaming. However, the iPhone and iPad just received a great new game that redefines “touch-free” gaming. Get ready for Gyromaniac.

Gyromaniac was developed by Subversus Interactive. It is powered by the Perspective Engine. If you have a recent iOS device, the game will use its gyroscope. The theory is that using the device’s camera, the game will be able to tell if you have moved by looking at the images sent back, and objects that have remained, left, or moved in the frame. This may seem like it would be very hard to control, with imprecise movements or glitches in the feed. However, the game works perfectly. 

Start by choosing from 4 options: Play Game, Concept, Game Settings, and More Games by Subversus. When you choose play game, you can play Time Trials, Multiplayer, or Adventure (which needs to be unlocked). Time Trials has four different courses that can be unlocked and played: Intestinal Fortitude, Colonoscapade, Capillary Action, and Fallopian Rhapsody. Enter Intestinal Fortitude and begin turning your way through the maze. Each one gets harder and harder. Multiplayer mode connects with other iPhones, iPod Touches, and iPads to have you race against other players.

The game takes a while to learn and get used to. It’s very difficult at first to figure out how much to turn to get a certain result. Nevertheless, it continues to be fun because the levels are never the same. They change each time to make it so you never run out of stuff to do. Multiplayer mode allows you to enjoy it with a friend, or try to find the best person out there. An augmented reality mode also lets you add your own background to the excitement of the game.

For $6.99, this is a little on the pricey side for it's type, but well worth it. All in all, Gyromaniac is a great game that sets a new standard for what iOS devices can do. 

Score: 7/10

Tuesday
Dec062011

An A6-Based Apple Television to Come in Three Sizes Ranging from 32 to 55 Inches?

By Jack Glenn

According to Smarthouse, Apple’s rumored television will be offered in three different sizes ranging from 32 to 55 inches. They also added that the TV will be powered by the same, new A6 processor that we will see in the iPad 3.

“Sources at a major Japanese company who are involved in manufacturing the TV believe that the 55" model will compete with new Smart TVs from Samsung and LG that will have new processors built in while offering a combination of OLED display, as well as new Super HD TV technology from LG.”

Smarthouse has previously been a somewhat unreliable source with their Apple rumors, however this latest report does match up with other recent claims.

They stated earlier this year that Apple was looking into OLED technology for the 55 inch display, but different sources later refuted that idea.

Jeff Robbin, one of the creators of iTunes and the iPod, is rumored to be heading up Apple’s television efforts.

Bloomberg reports: "Apple Inc. is turning to the software engineer who built iTunes to help lead its development of a television set, according to three people with knowledge of the project. Jeff Robbin, who helped create the iPod in addition to the iTunes media store, is now guiding Apple’s internal development of the new TV effort, said the people, who declined to be identified because his role isn’t public."

The volume of rumors on the topic has increased, as the newly released Steve Jobs biography quotes Steve Jobs saying that he “finally cracked” the problems standing in the way of an Apple television set. 

“He very much wanted to do for television sets what he had done for computers, music players, and phones: make them simple and elegant,” Isaacson wrote. Isaacson continued: “‘I’d like to create an integrated television set that is completely easy to use,’ he told me. ‘It would be seamlessly synced with all of your devices and with iCloud.’ No longer would users have to fiddle with complex remotes for DVD players and cable channels. ‘It will have the simplest user interface you could imagine. I finally cracked it.'"

Nick Bilton at The New York Times has reported that Apple is prototyping a Siri-powered TV for release in 2013.

"Apple engineers and designers, spurred by Mr. Jobs, have been struggling for years to find a new interface for the television. One of the biggest hurdles, according to people with knowledge of the project, has been replacing the television set’s annoying best friend: the awkward and confusing remote control. Apple would give people a way to choose the content on their television that is as easy as choosing the content on their iPod, iPhone or iPad…

Enter Siri.

It’s the stuff of science fiction. You sit on your couch and rather than fumble with several remotes or use hand gestures, you simply talk: “Put on the last episode of Gossip Girl.” “Play the local news headlines.” “Play some Coldplay music videos." Siri does the rest."