Sunday, December 30, 2012

iCade Jr. for iPhone Currently on Sale for Just Ten Bucks

Have you been asking Santa for an arcade cabinet for the past 30 years and every Christmas you wake to look under the tree just to be disappointed yet again? Maybe that's just me, but if you have a similar longing for some button mashing action then I have something that just might ease the pain a bit.


Thinkgeek, the folks responsible for playing us for fools with their awesome iPad arcade cabinet April Fool's joke, and then making it all better by turning it into a real thing called the iCade the following year, has released yet another model of iCade in 2012. It's called the iCade Jr. and it's a miniaturized, adorable-ized version of the regular iCade for your iPhone or iPod touch. It works just like the big version, connecting via Bluetooth to one of hundreds of available games in the App Store that have iCade support built in.


It seems like more of a novelty type thing rather than a hardcore gaming controller, but at its current sale price of $9.99, which is 80% off the regular price of $49.99, it fits perfectly into the novelty item budget zone.


The product description specifically notes that the iCade Jr. is built for a secure fit with an iPhone 4/4S or 4th generation iPod touch, but it will work with the taller iPhone 5 if you leave the top lid flipped open. Not ideal, but I'll take it, and more than likely this will just be my new home for my now retired iPhone 4S. It's just so cute, I have to have one. And ten bucks is super impulse-buy friendly.


Not to try and strain your wallet any further, but I should mention that the iCade Jr. sale is just one part of a massive Winter Clearance sale that Thinkgeek is throwing, and if you're going to order an iCade anyway you might as well flip through all the other cool things they've got on sale. I mean, you might as well just look, right?


Link to Thinkgeek Website: iCade Jr. Mini Arcade Cabinet for iPhone, $9.99






via Touch Arcade http://toucharcade.com/2012/12/30/icade-jr-for-iphone-currently-on-sale-for-just-ten-bucks/

Saturday, December 29, 2012

Married Guys: However You Proposed Didn’t Come Close to What This Guy DId



This was just the beginning. Click pic to see what came next.


I hope there is not too much confusion with the photos, to make a long story short: I fell in love with an amazing woman in the fall of 2011.


That next Valentines day I gave her two brass keys that I design and machined in a custom box. I made the keys in anticipation of one day proposing. I didnt know if or when that would happen yet..


As time went on I began to realize how much I wanted to be with this woman. I began designing a jewelry box. The idea was to incorporate the keys I had originally given her as well as an engagement ring. A small ring box was to be “hidden” in a compartment inside the large jewelry box that was to be opened by the “twin keys”. A little confusing, but i think you will understand when you see the pictures.


I have been told I put to much effort in but I think she deserved every hour, every dollar. I couldnt give her anything that was less than my very best.







via Dvorak News Blog http://www.dvorak.org/blog/2012/12/29/married-guys-however-you-proposed-didnt-come-close-to-what-this-guy-did/

Friday, December 28, 2012

MTA app for iPhone offers New Yorkers real-time subway arrivals, a small dose of relief

MTA app for iPhone offers New Yorkers realtime subway arrivals, a small dose of relief


Despite New York City virtually revolving around its mass transit system, local subway riders haven't had a way to check the next arrival in real-time, even though some smaller cities already take live transit details for granted. At least some harried commuters can assuage their minds now that the MTA has posted its Subway Time app for iOS users. The title does exactly what it says on the tin, taking advantage of MTA's signalling installations on the 1 through 6 lines (and the 42nd Street Shuttle) to determine train arrival times down to the minute. Subway Time won't satisfy certain travelers as-is: it doesn't provide directions, and the earliest expansion to additional routes won't happen until the L line's information is linked up in six to 12 months. Passengers running Android and Windows Phone will likewise have to wait for outside developers to finish their own projects. For those of us living in the right areas, however, Subway Time might take away some uncertainty -- even if it's just to confirm that we'll be late.


Filed under: ,


Comments


Via: Wall Street Journal


Source: App Store






via Engadget http://www.engadget.com/2012/12/28/mta-app-for-iphone-offers-new-yorkers-real-time-subway-arrivals/

Nobody Cares About You Now Go Away

Nobody Cares About You Now Go Away


Submitted by: Unknown










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Tuesday, December 25, 2012

The IT Guys Are Getting Into the Christmas Spirit

The IT Guys Are Getting Into the Christmas Spirit


Submitted by: Unknown










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Friday, December 21, 2012

The Fun Don't Stop

The Fun Don't Stop


Submitted by: Unknown










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Sorry, I'll Be Busy Eating the Last of My Twinkie Rations

Sorry, I'll Be Busy Eating the Last of My Twinkie Rations


If I'm going to be anywhere, it's going to be in my basement with a thirty year supply of non-perishable junk food and the extended cut of the Lord of the Rings trilogy.




Submitted by: Unknown










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Thursday, December 20, 2012

'Karateka' Review - Mariko's Fate Is In Your Hands

One of the very best gaming moments in my life took place 28 years ago, yet I remember it as vividly as if it happened yesterday.


One evening in 1984, my mother and I drove out to meet my father after work for dinner, after a quick stop at the mall to visit the local Games 'n' Gadgets. On this night, I wasn't just browsing again. No, I had been granted the rare opportunity to actually take a title off the shelf and buy it. On arrival, I wasted no time dilly dallying; I walked right over to the Apple II section, grabbed the game of my desire, and took it to the cash register where dear old mom kindly pulled out the plastic and paid the $39.95. A short while later, over at the restaurant, I excused my 12-year-old self from the table and walked to the pay phone on the wall by the bathrooms. I put in my quarter, dialed my best friend, and when he answered, I looked down at the box in my hands and proudly proclaimed, "I got it! I have it right here! I got Karateka!"


Ahh, Karateka. It wasn't a game so much as a living story that you, the player, were a part of. Within the severe constraints of the technology of the early '80s, designer Jordan Mechner pulled the player into the tragic tale of Princess Mariko, captured by the evil warlord Akuma and held in his fortress high atop a craggy cliff. It was up to you, and you alone, to fight your way through Akuma's warrior defenses in order to save the princess. Your only weapon was your skill at Karate, and there were no second chances -- as in the real world, death came but once, and finally. The game was beautifully executed and wrung true emotion from the player who was often at the edge of his or her seat. For these reasons, Karateka is widely considered to be one of the greatest 8-bit home computer games ever created.


Flash forward 30 years to a time where the machines we all use daily are thousands of times more powerful than the Apple II on which Karateka was originally written. Mechner, who created Karateka out of an interest in film and animation and a desire to convey a story, began to consider how his 30-year-old idea might be realized on today's flat panel displays. To bring this about, he teamed up with Liquid Entertainment early this year and the team set to work re-envisioning the 8-bit classic. The fruits of their labor went live first on the Xbox 360 early last month, and the iOS version [$2.99] has just landed in the App Store.



The original Karateka was designed as a 2D side-scrolling game with simple sprite graphics. You travelled on a linear course from the starting ledge, left to right across the screen along a straight pathway, through the occasional dojo, and on to the fortress of Akuma. In the re-envisioned Karateka, you follow a similar, linear course to the fortress, but the world is realized very much in three dimensions.


At the start of the game, as on the Apple II original, the hero is found emerging from a long climb up the cliff face, stepping out onto the pathway to Akuma. Rather than a side-on glimpse of the scene, you look over the shoulder of your character in this 3D world to see your first adversary some distance down the path that stretches through an ornate arch and off into the distant landscape. The new world of Karateka is lush and detailed, filled with streams, bridges, bamboo forests, falling leaves, and ornate Japanese architecture.


As you approach your enemy, the camera follows, swinging to a new angle when you come within fighting distance. While the original game had a cinematic feel, thanks to its well-placed cut-scenes, the new Karateka adds notably to this by employing many different camera angles that punctuate and lend focus to the action at hand. As you make your way along the meandering path, the varying cameras provide well-framed views of the Japanese forest leading to the fortress. The fight sequences, themselves, feature dramatic changes of perspective that pace the action well.


And, what of the fighting? A big part of what made the original Karateka so great was the fighting system. You had one life, and that meant there was no room for mistakes. At each encounter it was a game of advance and retreat, of timing and caution, always with an eye on your health bar…and that of your enemy. Thanks to the pacing of the combat, and what was at stake (just one life!), when you saw victory, you felt it in your gut. And, more so for defeat.


Today's Karateka takes a different and rather unique approach to combat. Sparring with the string of ever mightier enemies you encounter on your journey to the fortress is carried out by way of a rhythm based mechanic with an alternating system of attack and defense. When combat begins, you are on the defensive and your enemy delivers a series of blows that require perfect timing to defend. If you successfully block his attacks, it becomes your turn to deal out the damage -- but if you falter, your enemy immediately delivers another round of attacks. It's a back-and-forth that continues until someone's health bar fully depletes and only one of you is left standing. During the fight and based on your performance, your Chi level slowly increases and, when full, can be used to deliver a stunning, special attack. What's more, the symphonic score that accompanies the combat sequences acts as a hint system for the number of attacks your enemy is about to deliver, if you pay close attention. Another thing to pay close attention to are the sparkling blue flowers with which Mariko peppered the pathway to the fortress -- pick them up to see your health restored. In all, it's a rather different combat system than that of the original game, but it succeeds wonderfully in delivering that same level of "gut" satisfaction, which was a critical requirement for this release.


Another departure from the original Karateka is the life system. While the original offered a single life for your character, the new Karateka features three lives -- and each one is a different hero.



You start off the game as Mariko's True Love, the handsome hero that she longs to have rescue her. He is the underdog that will give it all up to hold Mariko in his arms once again, but he is meek compared to many of Akuma's warriors, and the challenge is great. If the True Love makes the ultimate sacrifice before defeating the evil warlord, The Monk steps in. Abandoning his vows to rescue poor Mariko, The Monk is physically mightier than the True Love, and can both deliver and sustain more damage. In the end, however, the challenge may be too great for him, as well. In, then, steps The Brute. This hulking behemoth brings more muscle than brains to the fight, but is able to dole out incredible damage and is nearly indestructible.


Each hero features his own style of musical accompaniment, enriching the feel of each character. The score is skillfully orchestrated by two-time Grammy winning composer Christopher Tin.


Players have the best chance of rescuing Mariko with The Brute, but it's not he that she hoped would sweep her back to safety and, as such, their victory scene is rather bleak. Three different heroes and three different endings to the story. It's a brilliant life system that delivers variety in the gameplay as well as incredible replay value; you won't want to stop playing until you rescue Mariko as her True Love and see the storybook ending.



Oh, and the hawk! Akuma's cursed hawk! Indeed, the avian menace from the original makes its troublesome existence known from time to time as your traverse the path to the fortress. It's a talon to the face, unless your defense and attack timing is spot-on.


The original title was made to be a story that could be experienced in one sitting. It typically took days or weeks of replays to make it through, but a successful run could be done in around half an hour. This is also the case with the new Karateka. Some readers, myself included, were originally somewhat concerned in looking at early screenshots of the game because, while lovely, to the unacquainted they look like a 3D brawler, which is not what Karateka was all about. It's an experience more about playing through the story -- start to finish -- than fighting in perpetuity. Those who loved the original will be happy to hear that the fighting / story balance of the original has been preserved.


As mentioned earlier, the new Karateka has recently been released for consoles and the PC, and some readers may have spent time with those recent, well-received versions. There are some differences between the iOS versions and the rest worth mentioning. In our interview with Jordan Mechner (which we will be posting shortly), he indicated that the decision was made to make the iOS version somewhat simpler than the console versions, to facilitate on-the-go, pick-up-and-play gaming for a mobile platform. The main difference is in the attack system. While the console versions of the games give the player both distinct kick and a punch abilities (a button for each), the iOS version uses a single tap for attacks that automatically vary the method of contact. Additionally, in the iOS version there is a visual hint at the top of the screen preceding enemy attack, revealing the number of coming blows. I find that the changes do, indeed, make the game slightly easier than the Xbox 360 version, but not dramatically so.


Karateka for iOS features Game Center integration that nicely fuels the drive to achieve a True Love victory. The game supports the Retina display on the iPhone, but unfortunately not on the iPad, and the full width of the iPhone 5 display is not, presently, utilized. Asking after this, I was told that these features did not make it into the game with the developers' heavy multi-platform, end-of-year launch shuffle, but that they may arrive at a later date. Visually, the iOS version, which weighs in at a hefty 1GB in size, compares quite favorably to the Xbox version. The system requirements are fairly hefty, as well; Karateka supports the iPhone 4S or better and the iPad 2 or better. Framerates were smooth on the iPhone 5, fourth generation iPad, and iPad mini test devices used for this review.


Karateka. 30 years later. Does the magic stand the test of time? As I have so subtly implied, I am a bit of a fan of Mechner's original masterpiece, and was skeptical upon seeing the the first sketches and screenshots of this re-invisioning. For fellow fans of the original, I am happy to say that my concerns were allayed just minutes into playing the Xbox 360 version on launch day -- and the iOS version should treat players the same. I found that, while this modern console title appears quite different than the Apple II original -- in a lavish sort of way -- it, at the same time, feels very much the same. The new Karateka legitimately feels like it might be what Mechner's original idea would have been, if then were now. And that's a win. For those who remember the original, the new Karateka must not be missed. And, to those with no prior knowledge: you have a excellent, new experience in store.



Those interested in hearing more about the process by which Mechner and his team bridged three decades in creating the re-envisioned title should have a look at his four-part video series that details the development process.


App Store Link: Karateka, $2.99 (Universal)

TouchArcade Rating:



via Touch Arcade http://toucharcade.com/2012/12/19/karateka-review-marikos-fate-is-in-your-hands/

10 Moments Of Pop Music History, As 8-Bit Animated GIFs




Have you ever seen the moonwalk as a pixel art animated GIF? No?!? Then let’s remedy that.





The Beatles play Ed Sullivan. Michael Jackson debuts the moonwalk. They were big moments in music, but now that they’ve been immortalized in animated GIF, Ringo can breathe a sigh of relief that his legacy is cemented.


Music History In Gifs is a collection by Joshua Carrafa that celebrates music’s biggest moments as 8-bit animations. Hosted on a Tumblr that went live about six months ago, Carrafa, who is a musician himself, renders everyone from MC Hammer to Bret McKenzie with the charming pixel aesthetic of a 1980s Sierra game.



“I love this resurgence of the GIF that’s going on right now. I think it’s amazing to see what you can come up with when you are forced to be creative in a restrictive environment,” Carrafa tells Co.Design. “This is true for all creative endeavors: If you remove some of the tools that are available to you, it forces you to be extra creative with the tools that remain.”


Carrafa sees his project, for as amusingly creative as it may be, as the product of several layers of restrictions. The GIF format means he has to build a short, moving image that should probably loop. Then he filtered this idea GIF through the 8-bit aesthetic, meaning a low- resolution GIF dropped significantly lower in its resolution, forcing him to convey complex objects with just a few blocks of color. Finally, he opted to explore music history as his topic, meaning his scenes would need to be highly specific and ever-so limited in scope.


Ultimately, while we’ve all seen The Beatles on Ed Sullivan 100 times by now, and while we’ve all seen a hundred times hat many animated GIFs, when you mix the two concepts and top them off with a very specific aesthetic, all of the sudden, the art is born anew.



Psy’s Gangnam Style

So I ask Carrafa, then, not what makes his work creative, but what makes a good animated GIF.


“It’s like asking: What makes a good hook in a pop song?” he responds. “It has to draw you in and stay with you, but there are many ways to do it. For GIFs, comedy is obviously a huge part. But it doesn’t have to be just laugh-out-loud funny, some great GIFs just make you smile and feel good.”


See the project here .


[Hat tip: Buzzfeed]












via Co.Design http://www.fastcodesign.com/1671514/10-moments-of-pop-music-history-as-8-bit-animated-gifs

Wednesday, December 19, 2012

The Lesson Here is the Always Drink Whiskey

The Lesson Here is the Always Drink Whiskey


Submitted by: Unknown










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Parents... Stahp

Parents... Stahp


Submitted by: Unknown










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Infographic: Watch A Company’s Management Team Mutate




What would your corporate structure look like if you tracked every employee, manager, and department over years? Maybe a lot like this.





Unless you’re self-employed, we’re all cogs in a larger machine. The problem can be, how do you track that machine’s anatomy? How do you know what a “restructuring” really looks like, beyond that your middle manager has a new face?



Justin Matejka wondered the same thing after his relatively small employer Alias was acquired by Autodesk, so he created this remarkable animated visualization called the OrgOrgChart (Organic Organization Chart), which tracks every employee, manager, and departmental shift in the company from May 2007 to April 2011. Each second represents a week of activity for a growing staff, which expands from 6,500 to 7,500 people over this time.


“When we joined this much larger company, it was difficult to understand where in the organization other people you met worked,” Matejka tells Co.Design. “So I started collecting the data initially to help us orient ourselves within our new company. After collecting the data on a daily basis for a little while, I figured it might be nice to look at the changes over time, and that is when the OrgOrgChart animation began.”


What he ultimately created is the clip you see here--an ornate cell of trees and nodes, mutating and rearranging so quickly that your brain can barely process the facts. Yet it’s completely sensical. In the center of the circle, you have upper management. Their departments project out like spokes, labeled by color. And whenever action happens in that department, like a new VP coming onboard, the meaningful areas light up like a game of Simon.



Click to enlarge.

With this rubric in mind, you can appreciate the intricate ballet of corporate structuring. Acquisitions become blossoms of color, explosions of life. Occasionally, some really interesting restructurings occur--a team is ripped across the map, or, as I swear I spotted once but can’t find again to cite, a chunk of (yellow) management is uprooted from the center and tossed out the edge of the company.


“The most striking thing we learnt from this is just how much activity is happening on a daily basis,” Matejka says. “In your own little corner of the company, you typically aren’t aware that there are many changes going on, but when you step back and look at the entire organization, it is really striking to see that there is basically always some amount of activity occurring.”


See more here .


[Hat tip: NOTCOT]












via Co.Design http://www.fastcodesign.com/1671506/infographic-watch-a-companys-management-team-mutate