Saturday, January 31, 2009
Thursday, January 29, 2009
Wednesday, January 28, 2009
Saturday, January 24, 2009
Friday, January 23, 2009
Wednesday, January 21, 2009
Tuesday, January 20, 2009
Satellite inaugural pics resemble zombie game "The Last Guy"
*Dick Cheney had the chicken, for a change.
Tuesday, January 13, 2009
Monday, January 12, 2009
Friday, January 9, 2009
Windows 7
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Thursday, January 8, 2009
Rumor: William Shatner next celeb to be in PAIN
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Filed under: e-Distribution Games

If VG247's supposed PlayStation Network calendar is to be believed, Star Trek star and Priceline.com spokesperson William Shatner will be the next celebrity offered for download in PAIN. SCEE hasn't confirmed the validity of this information, only saying "the PSN roadmap is for internal purposes" and "it's all subject to change." VG247 notes the Shatner addon will be available on March 19th.
[Via Joystiq]
Rumor: William Shatner next celeb to be in PAIN originally appeared on PS3 Fanboy on Thu, 08 Jan 2009 18:00:00 EST. Please see our terms for use of feeds.
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<$200 Hackintosh up and running
Monday, January 5, 2009
"It plays like a 1983 arcade classic that fell through time"
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Title: Edge | Publisher: Mobigame | Price: $5.99
If ever there were a doubt that iPhone gaming is truly coming into its own, let Mobigame's Edge be the final nail in the coffin of your skepticism.
Like Rolando and a handful of other recent titles, Edge is one of those games that was clearly designed from the ground up to play to iPhone's strengths. It looks utterly basic in still shots -- a series of gradient-shaded boxes -- but seen in motion the game's minimalism creates a slick, sophisticated-looking vibe. The neutral grey world is offset by dashes of neon, tiny accents that emphasize and highlight specific pieces of the game, keeping the player's attention focused on the important elements and keeping frustration to a minimum. The strobing colors remind me of classic arcade games like Defender and Robotron, while the overall aesthetic feels like some Marble Madness-inspired Commodore 64 game that was lost to time, all the way down to the chiptune-style music.
Of course, no C64 title ever moved this fluidly, or looked this crisp. Edge uses the iPhone's dense pixel resolution not to inundate gamers with noisy detail but rather to create a crisp, angular game dripping with style and characterized by precision control. That's no small feat -- moving through an isometric 3D space with nothing but a finger seems like it should be quite a challenge, but Edge makes it feel both painless and easy by stripping away every function except movement.
Like its visuals, Edge's gameplay is an exercise in artful restraint. Players don't have to fumble with power-ups or special moves; instead, the player avatar -- a cube -- tumbles from edge to edge on a fixed grid. Pressing any portion of the screen will cause the cube to tumble in that direction, one square at a time. Rather than placing the burden of advanced maneuvers on the player, Mobigames has instead made that a function of the level designs themselves. Rolling over switches triggers different environmental actions, which can be anything from a rising platform to a pinball-style launcher.
Switches as a game element may be trite, but here they're used to great effect, allowing the intricacy of the level layouts to increase rapidly from stage to stage. Activating a bridge is a cinch; activating a tiny moving platform that threatens to scrape the player into a pit is something else entirely. This is where Edge is at its best -- it consists of more than two dozen stages of spiraling complexity. Before long, you'll find yourself surrounded by swirling tests of split-second timing, rimmed with neon light and demanding razor-sharp reflexes. Yet all you do is press the screen. Edge demonstrates a pervasive commitment to minimalism that allows the action to grow complex without ever being complicated.
If Edge has a downside, that would be its length -- anyone should be able to play through all the stages in about an hour or so. Chalk that up to the game's friendly design style, which offers challenging levels but doesn't go out of its way to punish failure. Fall from a platform edge and you'll restart at the last of the ubiquitous crystals you collected, meaning you'll never find yourself stymied as you replay tricky sections over and over.
Obviously, the creators didn't intend simply cruising through the levels to be the end-all goal of the game; your objective isn't to make it to the end but rather to make it to the end well. Your performance on each stage is graded based on speed, failures and how long you spend racking up "edge time." It's an arcade-like mindset that perfectly befits Edge's retro-inspired feel, its inexpensive price...and the iPhone platform in general, really. Superb.
The Verdict:
Is it sweet? It plays like a 1983 arcade classic that fell through time. So, yes.
Is it worth $5.99? Definitely -- this is a game tailor-made for iPhone, and it's fun as it is cool.
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Apple's new Wheel (hee hee hee!)
Sunday, January 4, 2009
Dick Tracy's wrist radio is here
http://gadgets.boingboing.net/2008/12/29/lgs-wristphone-comin.html
Saturday, January 3, 2009
Hackintosh < $240
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Industrious tinkers at eclectic technology blog UselessNinjas have put together a guide to building a sub-$240 computer to run Mac OS X.
Last year Adam showed you how to build your own Hackintosh, the build at UselessNinjas continues in that spirit of installing OS X on non-Apple hardware. They use an extremely small desktop computer from MSI, the same manufacturer that built the hackintosh friendly MSI Wind Netbook we looked at a few months ago. For the details on their build, check out the full article. Even if you aren't in the market for a mac-clone, the specs and size on the mini-desktop unit they use for the project look promising for a Linux based XBMC project.
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