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Filed under: Gaming, Software, Freeware, iPhone, App Store, iPod touch

Eliminate now available on the App Store


Ngmoco's Eliminate has been building up buzz ever since it was announced, and now the first-person shooter is out on the App Store to try for yourself. As you can see above, it offers some relatively basic FPS gameplay when compared to shooters on other platforms (I've been having a lot of fun with Borderlands lately), but given that this is the iPhone we're talking about, this kind of twitch 3D gameplay is actually pretty impressive. You can play online over 3G or Wi-Fi, and as you play, you can earn credits and level up, which gives you access to more weapons and better gear. The game itself is free, but it's all based around a microtransaction system where you buy "energy" which allows you to earn those aforementioned resources. You get a certain amount of energy per day on your own, and if you use it up, you can't progress any further unless you get out the wallet or wait another day. And the game uses ngmoco's own Plus+ social interface to track leaderboards and accounts. Interesting plan, and we'll have to see if players vibe with it or not. Some have already voiced strong concerns about the in-game pay-to-play microtransaction system.

If that doesn't vibe with you, and you'd rather play some old-school (and old business model) FPS gameplay instead, id's Doom Classic also got released on the App Store last weekend. That game comes at a cost of $6.99, but then again, with old-school Doom, you know exactly what you're getting into. And you won't have to buy any extra energy to charge your BFG and slay any demons you happen to come across.

Filed under: Gaming, Software, iPhone, App Store, iPod touch

Digital Chocolate to use OpenFeint for scoreboards, achievements


Developer Digital Chocolate (who, according to that recent slideshow report, is one of the most frequent publishers of content to the App Store) has announced that they'll be going with OpenFeint for their social networking features. We've been covering OpenFeint for a while here on TUAW (and we've interviewed them before as well). The platform is designed to let devs add social features and multiplayer to their apps quickly and easily. And that's exactly what Digital Chocolate will be doing with it, apparently -- they'll be putting scoreboards and achievements into their games on the App Store.

This hardly means the end of the ongoing battle over social networking and app developers on the store. But platforms like OpenFeint, Plus+, and others continue to stack up developers under their respective umbrellas, and it remains to be seen just who will prevail.

Filed under: Gaming, Freeware, Developer, iPhone, App Store, iPod touch

OpenFeint introduces multiplayer, Flick Fishing goes Plus+

The battle of the social gaming services on the iPhone continues. OpenFeint's latest weapon is multiplayer -- they're working on a way for games developers on the iPhone to quickly include multiplayer (it doesn't actually say real-time, so we'll assume it's the mix of ghosting and turn-based multiplayer that they talked about in their interview with us) in their games. They're asking interested developers to sign up to the open beta program, and they'll start rolling out the functionality soon. Even though it seems early in the process, it's a pretty cool idea, and it could definitely serve to set OpenFeint apart even more from the other services trying to attract developers to their social and multiplayer features.

Speaking of social features, Freeverse told us a little while ago that they were going to use ngmoco's Plus+ for their games, and apparently they've now integrated the popular Flick Fishing with the service. The additions allow for leaderboards, in-game achievements, and multiple profiles and saves on one iPhone, so you can compete with your friends on other iPhones or right there on your own. Flick Fishing was already an excellent game, and with the added social functionality of Plus+, it's worth heading back out onto the water to compete and compare your games with your friends.

As I've said before, having multiple companies competing for these social functions is turning out to be a real boon for consumers and developers alike. All of these services are able to bring out a lot of cross-game features that developers by themselves would have taken much longer to put together on their own.

Filed under: Analysis / Opinion, Gaming, Software, Odds and ends, Developer, iPhone, App Store, SDK

Freeverse goes with ngmoco's Plus+ for iPhone social gaming

Freeverse has picked a partner in the ongoing dance of social gaming networks on the iPhone. They've joined up with ngmoco and their Plus+ system for all of their games, including Flick Bowling, Flick Fishing, and Moto Thunder. The first Freeverse game to use the system (which allows players to earn points across games, track friends' playing habits, and vie for the tops of leaderboards) will be an upcoming title called Warpgate, and then it'll be ported back to the already-released games as well.

This is actually a fairly big shot across the board of other networks vying for players, including Aurora Feint's OpenFeint, Chillingo's Crystal SDK, Scoreloop, and a few other competing services. ngmoco had originally announced that their Plus+ service would be proprietary to the titles that they published, but the inclusion of Freeverse as a partner means they're likely headhunting for quality titles to add to the mix, much like everyone else.

To a certain extent, this is a behind-the-scenes battle -- consumers will likely choose games based on what they want to play, not necessarily on what social network they're hooked into. It's as if Microsoft, instead of having the overarching Xbox Live system, left it up to developers to award and track achievement points. But you have to think that one big player will emerge here, and then it'll be interesting to see what kinds of rewards the devs who connected with that system will reap.

[via TouchArcade]

Filed under: Accessories, Hardware, iPod Family, Software, Internet Tools, iTunes

A week with the Nike + iPod Sports Kit

The kit's been out for a while, and I have been running with my own (with a cheap shoe wallet; not Nike's shoes) for about a week now, so I figured I would post a brief review and some thoughts about one of the most unique (and arguably active) iPod accessories to date.

In a nutshell - it's nice. Very nice. Setting up and configuring the kit was a snap, especially for a couple of typically complex and finicky gadgets like these (cmon, how many times has a wifi connection had an attitude with you?). For those waiting for more confirmation as to whether you need Nike's specialized shoes for this kit to work: you don't. I, like many others already, purchased one of those $8 Nike Run Shoe Wallets we blogged, tossed the sensor inside (with a couple pieces of kleenex to make sure it doesn't bounce around) and attached it to the top of my generic running shoes. I configured my kit by both running and walking a .25 mile distance, and measured my route with the gmap pedometer to make sure the sensor was accurate.

Now a lot of users are (understandably) frustrated with Apple and Nike for designing the kit to only work with the iPod nano. Unfortunately, this is a situation to actually thank these companies for, as hard drive-based iPods aren't designed to take the kind of impact that running delivers; their drives would ultimately end up failing sooner (as opposed to later), and there would be a lot of unhappy, iPod-less runners out there. Believe it or not, Apple (for once) actually saved a lot of people a couple hundred dollars with this move.

I won't spend much more time on a review, as iLounge has already been there, done that. I do, however, think that some feature requests are in order. After all, this is a 1.0 product, right?
  • When on a distance run, the audio feedback begins rattling off the remaining distance every 100 meters when the last 500 meters is reached. I realize it's a 'pump you up' technique, but this can get kind of annoying when I'm grooving with a song; an option to toggle this would be super.
  • The Nike+ site really needs to discover the wonders of those futuristic 'cookie' things; having to re-login at every visit is so... 1994.
  • Speaking of the site - this one might be a little crazier, but: I think it would be a smoother experience if the Nike+ 'application' was simply integrated into iTunes itself (toggle-able in the Sources list: My Library - Podcasts - Videos - Nike+ would be cool). I'm using an iPod with an iPod accessory, and I need to plug said iPod into iTunes to do anything with this running data anyway - why am I surfing out to an external site to view how out of shape I am and challenge friends to distance competitions to see who has to pay for coffee next time we hang out?
  • Add a 'podcasts' option to the music choices available for the run. As far as I can tell, if I want to listen to a specific podcast on a run, I need to create a playlist (either on my Mac or 'On the Go' on the iPod itself) and add a podcast in order to listen to it during a run. Clunky.
That's about it for my list of requests for an update to the Nike + iPod Sport Kit product and software. What do you readers think? Has anyone else been stopped dead in their tracks with one problem or another? Sound off.

Filed under: Hardware, iPod Family, Software, Internet, Internet Tools, Apple

Apple adds Nike+ section to iPod Support site


Apple must have heard our jab at their one-line Nike+ Sport Kit support document yesterday and decided to whip up a full-blown Nike+ support section of their much-loved iPod Support site. Delusions of grandeur aside, the support section offers the typical troubleshooting and 'How do I...' sections, along with a video tutorial detailing how to run how to get on your feet with using this slick new kit to enhance your run. It also includes a link to Apple's new Nike + iPod Sport Kit discussions sub-category which lives under their iPod nano forum. While these should be handy new resources for all sorts of internet-related arguments over Nike and why 5G iPods didn't make the cut, just remember to still get out on your feet with your shiny new running kit, as we're pretty sure Apple Stores won't accept "I just never got around to it" as a return excuse.

Filed under: Accessories, Software, Odds and ends, Internet Tools

All your workouts are belong to Nikeplus


We're not sure how a one-sentence support document made it into Apple's support knowledgebase, but this strange doc somehow snuck past the velvet rope. It simply states: "There is no way to remove workout data from the nikeplus website", with a 'stay tuned for more info' bit at the end to finish off what is probably the shortest support document we have ever seen.

Getting to the topic, however: it seems just a bit strange that there is no way to remove workout information from this supposedly revolutionary new service/iPod accessory. It's not like we're suddenly terrified about Nike's trampling of user privacy, but we wouldn't be surprised if a few tin foil hat fashion aficionados raised at least some sort of a flag over this.

Filed under: Hardware, Wireless

Get your run on - Apple taking preorders for the Nike+iPod Sport Kit

It looks as though Apple is officially taking pre-orders for the $30 Nike+iPod Sport Kit, a customized wireless transmitter and receiver set that helps you track your run by integrating with Apple's iPod nano. The tips started pouring in, and sure enough, it's up in the store in all its über-branding glory. Fortunately, more compatible shoes have also been added to the Nike Plus site, though I'm sure pioneering DIYers are scoffing at the thought of purchasing a pair, and are already hard at work at assembling specs and carving out their present running gear (I'm sure I'm not the only one who'd like to see a guide for this; send in those tips people!).

On a related note, TUAW reader Aaron sent us a question that y'all might want to bat around: has anyone heard about the battery life of this kit? Aaron noticed that this kit's specs mention the battery in the shoe transmitter is not replaceable, so those who run 8 miles a day like Aaron (or who I'll refer to as: RoboRunner) might have to find out how much juice these things hold before they kick the bucket. On the other hand, I'm sure in a couple of months Apple will whip out a $40 charging dock for the $30 sensor kit and make all this worrying about battery life a moot point.

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