Showing posts with label iPhone game music. Show all posts
Showing posts with label iPhone game music. Show all posts

Tuesday, June 16, 2009

How the iPhone can overtake all gaming handhelds in five steps


Apple had its own E3 press conference at the beginning of the week, with its newest model in the iPhone line finally being unveiled to the world. The iPhone 3G S, while in some ways a modest upgrade, introduces significant improvements for gamers--some obvious, others not so much. Will it help even further cement their growing position in a handheld games market previously dominated by Nintendo and Sony? Read on.

Faster processor speed, more RAM. T-Mobile leaked the hard 3G S specs, and they're all-around zippier than the old 3G--which Apple confirmed when it promised overall speeds up to 2x faster. This will matter in particular with game load times and game crashes, both of which can tend to plague an overstuffed iPhone. While the spec bumps are relatively modest, the iPhone's game-playing prowess has already been more impressive than early pundits predicted, especially on recent releases like The Sims 3 and a PC-perfect port of Myst. The only thing missing now is...

Proper controller support. Sneaked in under the radar amid the iPhone 3G S news is the fact that the 3.0 software update allows third-party app interfacing with peripherals. While a larger focus on this functionality has been on medical devices, it's now possible for someone to make a clip-on control pad case and to have that controller be usable in any game. What should happen is that publishers gather to designate one universal controller that then gets adopted as the iPhone's "gamepad." The question is, who will make that accessory? For a while last year it was rumored to be Belkin, although it was unclear who would support the device. On consoles, the manufacturer usually settles these issues by making the controller themselves (except in the case of peripheral-driven games like Rock Band).

While it would be easiest if Apple made a gamepad, it's entirely unlikely. The whole appeal of the iPhone is its interface simplicity--too many plug-ins kill the minimalist chic. If a third party makes a controller, there's a likelihood that some publishers would support it, while others splinter off under some other controller accessory. Either way, someone should make sure there's a good consensus. Otherwise, soon enough we'll be buried in plastic miniperipherals, not unlike what's currently happening to (or plaguing) game consoles.

Open GL 2.0. As you may have heard, the iPhone 3G S is one of the few smartphones that can run OpenGL ES 2.0, which allows for more robust graphics and effects. Some say this alone can help the iPhone achieve PSP-level or greater graphics in games. The now "old-school" iPhone 3G, already pretty good at 3D graphics, is only able to render in Open GL ES 1.1. Some say this will split the App store into two sets of tiered games, one for 3G, one for 3G S. Others, like Rolando developer Ngmoco, say their games will automatically detect your phone model and scale graphics accordingly, like a PC. Hopefully the truth is the latter and not the former, because it could get confusing for customers.

Larger app sizes. Now that 16 is the new 8 and 32 is the new 16, there's more space for storing software. File sizes are already creeping larger--the recent Myst game broke the scales at three-quarters of a gig--and with direct downloading of TV and movies to the iPhone, there's no reason why 1-gig-range titles couldn't start proliferating on the higher end of the game spectrum. Needless to say, larger games at slightly higher prices should begin to equate to fuller, deeper titles.

Everyone else is becoming like them. The PSP Go, with its 16 gigs of memory, download-only gaming model and music/video purchasing capabilities, looks even more like a direct attempt to take on the iPod Touch. Nintendo's DSi not only shares an "I" in common, but it also has an online store, as well as touch, a camera and music playback. The move to cheaper downloadable games plays right into Apple's wheelhouse, since the industry at large is learning to publish and develop titles in a different manner than before. Making a DSi or PSP Go game will increasingly become similar to making an iPhone game, both in terms of budget and even system capabilities.

Wednesday, June 10, 2009

Tapulous strikes deal with Universal Music Group for iPhone game music

Guitar Hero may reign on the video game consoles. But Tapulous rules the rhythm music game business on the iPhone.

In recognition of that, the major Hollywood music company Universal Music Group has struck a partnership with Tapulous to bring Universal’s musicians to the iPhone and iPod Touch. Tapulous makes the Tap Tap Revenge series of games that have been installed on about 11 million of the 40 million iPhone and iPod Touch devices sold to date. According to comScore, Tap Tap Revenge was the most popular iPhone app in April.

The fact that Tapulous continues to release new versions of the game seems to be what keeps users interested. Just a month ago, the company released a version of its Tap Tap Revenge game featuring music from the Dave Matthews Band. And this latest deal with Universal clears the way for the launch Tuesday of a version of Tap Tap Revenge that features artist Lady Gaga. The game debuts in the AppStore for $4.99.

Universal, a subsidiary of Vivendi Universal, has a huge collection of artists. David Ring, executive vice president of Universal Music Group’s eLabs division, said that the deal is a way to strengthen the relationship between artists and fans.

UMG’s artists will be part of Tapulous’ third major version of the game, Tap Tap Revenge 3.0. Users can buy hits for 50 cents per track. Those tracks can be used in the upcoming game, an example of in-app commerce in the new version of the iPhone, dubbed iPhone 3.0. Tapulous is also working with UMG on an unnamed new rhythm game featuring a top UMG artist, for release in the fall.

If and when Activision Blizzard does try to storm the iPhone market with its Guitar Hero brand, it will find an entrenched Tapulous already there.

Tapulous, based in Palo Alto, Calif., was started by Bart Decrem, Andrew Lacy and Mike Lee in 2007. Lee left in August, 2008. The company has 13 employees and has raised almost $3 million from investors including Andy Bechtolsheim, Marc Benioff, Rajeev Motwani, Katrina Garnett, Rob Theis and Jeff Clavier. We’ve previously covered the company here, here, and here.

Sponsor Links

World Of Warcraft
1 - 80 Leveling Guides
Completely Automated In-Game Guides Just Released
www.zygorguides.com

Game Copy Niche
Converts 1/14
Tried And Tested
http://www.easybackupwizard.com

DishTVforPC
Highest Conversion Ratio Ever! As Seen On Television
Over 3000 Channels On Your Pc
www.dishTVforPC.com