Nintendo is finally developing smartphone games
Despite denying it would ever do such a thing, Nintendo has entered into a partnership with developer DeNA to create new games for mobile devices. The emphasis is on the word “new” — you won’t be getting Super Mario Bros. on your Android smartphone, for instance. Instead, the companies said “only new original games optimized for smart device functionality will be created, rather than porting games created specifically for the Wii U home console or the Nintendo 3DS portable system.” In other words, it looks like Nintendo has relented to investors who’ve said it’s not profiting enough from its valuable intellectual property, and you may soon see its universe of characters pop up in Candy Crush-style games.
Developing…
Filed under: Gaming, Mobile, Nintendo
Source: Nasdaq
Exploring the ZX Spectrum’s glorious rebirth as a gaming keyboard
I remember it like it was yesterday. I’m sitting there, in my parent’s lounge, as my dad comes down the stairs with what looks like a black box. He peels back the paper sleeve to reveal a polystyrene insert that houses a small black keyboard with stubby rubberized keys, a huge power brick and a handful of cassette tapes. I quickly learn that the keyboard is a Sinclair ZX Spectrum, an 8-bit personal home computer that relies on a cassette deck to load and save games. I played it off and on for a year, getting to grips with games like the The Hobbit and Horace Goes Skiing, but my interest waned when I finally got a Sega Master System and immersed myself in the world of Sonic and friends. The Spectrum was returned to its polystyrene home and placed back in the attic, where it remains to this day.
Fast forward to this week and I’m laying eyes on it again, but in a different setting entirely. Instead of attempting to recapture my youth at my parent’s house, I’m in London meeting Peter Wilcox, founder of Elite Systems, whose company has recreated Sir Clive Sinclair’s five-million selling retro personal computer for the tablet age.
The key word here is recreated. In fact, that’s its name: the Recreated Sinclair ZX Spectrum. If you’ve laid eyes on a ZX Spectrum before, you’d (like me) be hard pressed to notice a difference between the old model and its newer counterpart. It features the same rubber keys, fonts and even sports faux air vents on the back to match its predecessor.
The Making

Despite its popularity in the past, recreating the ZX Spectrum hasn’t been easy. In 1986, Sir Clive Sinclair sold his loss-making computer business, along with all its rights and inventions, to Sir Alan Sugar’s Amstrad for £5 million ($7.4 million). Then, over a decade later, Sky bought Amstrad for £125 million ($185 million), which meant it became the new owner of Sinclair’s intellectual property. In the transition period, many of the old Spectrum designs were lost, including the original wooden models on which the ZX Spectrum was based. Wilcox and his team ended up buying a handful of machines on eBay and 3D scanning them in order to accurately mimic the design.
You might wonder what differences there are between the Recreated Sinclair ZX Spectrum and the original. Well, for starters, the new model doesn’t do any processing — it’s simply a bluetooth keyboard. For Elite Systems, it’s the culmination of twenty years experience in the game industry, which have taken it from creating its own games for the ZX Spectrum to porting some of the console’s biggest titles from yesteryear over to modern devices like the iPad. “Many of the original games were designed to fully utilize the ZX’s controllers,” says Wilcox. “On-screen controls can only do so much and we knew we could do better.”
It’s taken roughly four years for Elite Systems to get to this point. Earlier this year, the company raised £63,000 on Kickstarter to fund the tooling required to manufacture the Recreated Sinclair ZX Spectrum. Elite teamed up with Ceratech, a bespoke keyboard maker known for its work in the medical field, to create the keyboard, although it will actually made in China. In order to imitate and sell the Recreated Sinclair ZX Spectrum in the UK, Elite acquired a license to the Sinclair brand and designs from Sky and will pay a royalty for each unit sold (Sky’s lawyers also had a say in its name).
Playing

As it’s essentially a Bluetooth (3.0) keyboard, the Recreated Sinclair Spectrum works on nearly any platform. In my test, I paired with an iPad Air and then mirrored its screen on an Apple TV. However, you can also pair it with any Android or Windows tablet and use devices like the Chromecast to throw games like Manic Miner up on your big-screen TV.
With no embeddable games, the keyboard relies upon existing iOS and Android apps. Elite bundles a free app that launches with a short soundbite of the Spectrum loading sound and bundles a number of free games, including exclusive rights to Chuckie Egg, and access to Sinclair BASIC. Other games can be unlocked via 79p ($1) in-app purchases. During my demo, I led Hen-House Harry through a number of levels and the gameplay was exactly like I remember it, as was the tactile feel of the rubberized keyboard. You don’t realize just how much you missed those 8-bit soundtracks and super simple graphics.

Elite’s history of porting old ZX Spectrum games over to newer platforms landed it in trouble, however. Last year, it was criticized for not sharing royalty payments with license holders, which led the company to pull a number of games from the App Store and vow to rectify the situation. Wilcox says developers can now have their old games developed for tablets and keep 100 percent of the royalties. It has also opened its platform so that those who already have apps on the App Store can now include support for Recreated Sinclair ZX Spectrum with a few lines of code.
Why The Sudden Interest?
If you’ve been keeping track of ZX Spectrum revivals, you’ll know there’s also another retro console in town: the Sinclair ZX Spectrum Vega. Created by Retro Computers, this all-in-one controller and console is styled like the original but features only a D-Pad and five directional keys. Unlike its rival, it needs to be plugged directly into a TV, but it does host its own games. Both interpretations have their own merits, but one key difference is that the Vega has been backed by Sinclair Research, the company that Sir Clive Sinclair didn’t sell to Amstrad/Sky.
It appears that Elite Systems and Retro Computers both started work on their consoles at around the same time — nearly four years ago. Wilcox tells me that he reached out to Retro Computers over a possible collaboration, where support for the Recreated ZX Spectrum could be baked into the Vega, but nothing ever materialized.
Given the age of the original, the Recreated ZX Spectrum isn’t likely to register in the minds of the modern console gamer. More like their parents. “One member of our team remembers playing it and he is in his early thirties. That’s the sort of age group we expect,” says Wilcox. At £99.99 (around $150), the hardware certainly isn’t cheap, but it’s already available to pre-order via Zavvi, iWoot and The Hut — for those who’ve already decided they want one. Price-wise it goes toe-to-toe with the Vega, but it does have the added benefit of working with any iPad or Android app that supports a keyboard.
Even when I factor in how I felt when I first held the keyboard and played games I enjoyed during my childhood, I’m left wondering if my thirst for nostalgia is enough to justify the cost. However, with 800 backers on Elite’s earlier Kickstarter, some have already let their money do the talking ahead of the keyboard’s launch later this spring.
Source: Recreated Sinclair Spectrum
Bringing empathy to the Middle East through gaming
Navit Keren grew up in Israel. She’s lived through the signing of historic peace treaties, and horrific terrorist attacks. Just as important though, she’s witness to the dramatic deterioration of the relationship between Israelis and Palestinians. The biggest problem she sees, is a lack of empathy. Those living on the other side of the divide are not people, but enemies. “Others” to be feared and hated. Her effort to bridge the gap between the two sides is a pretty novel one: a location-based game. Welcome to the West Bank is merely a working title, but it gets right to the heart of the game. Israeli citizens, primarily teenagers, would play as Palestinian teenagers living in the West Bank. Basically she’s asking people to walk a mile in someone else’s virtual shoes.

Right now, there is no prototype, only screen mockups and ideas about game mechanics. The most important part is creating a “sincere and appealing narrative” that will help someone understand the experience of being on the other side of this seemingly intractable conflict. A lot of that means lifting directly from the personal stories of Palestinian youth. As you move through the world you’re offered information about the city you’re virtually visiting, landmarks and historical figures. But eventually you’ll be presented with a choice. Like this passage ripped straight from one Palestinian teen’s personal experience:
You are interrogated because of a suspicion of teaching boys in your village how to build Molotov Cocktails, which you deny. During the interrogation you are kept in a room that stinks of feces and rotten food. You are hit with a chair and threatened with a knife. You are also told that if you did not admit to the charges against you that you would be “taken to an electric chair to help you.”
You’ve already been held for 30 days, and your options are falsely confess and be released, or deny the charges and be held for 10 more days. And your choice will impact future events. If you admit guilt you’ll be placed under house arrest, be unable to attend school and therefore won’t graduate.

While these tales ripped from the newspaper are certainly compelling, Keren views cold hard data as the key component. She sees Welcome to the West Bank as a way to tell story of numbers. A count of the checkpoints in the tiny, Delaware-sized West Bank may be alarming, but a number on a page doesn’t necessarily illicit an strong emotional response. Instead that number has to be part of bigger story and its direct impact on daily life told through a narrative you can become absorbed in. So as players wander through these very real cities in the virtual world they’ll have to pass through checkpoints, and experience the impact it has on daily life.
Keren is very open in asking for feedback and suggestions. She freely admits to not knowing much about gaming or game development. And she doesn’t subscribe to what she calls “magical thinking” — she has no illusions about single-handedly bringing peace to the Middle East through a mobile game. But she does see it as a valuable educational tool that can spark dialog and perhaps humanize people who are increasingly spoken of in dehumanizing terms.
Watch gameplay from HTC and Valve’s “The Gallery” virtual reality game
HTC and Valve showed off some gameplay from their upcoming virtual reality game called The Gallery: Six Elements. The game features full VR controls with the Vive headset, and although it’s hard to get a feel for that in a YouTube video, you can at least see how everything looks inside that headset.
If you can get past the floating, dismembered hands in the video, it’s still very cool to see how the headset tracks where you’re looking and how players will be able to interact with a virtual environment. It’s not perfect, but this is a major step forward for virtual reality gaming.
Let us know what you think of the video.
source: Polygon
Click here to view the embedded video.
Come comment on this article: Watch gameplay from HTC and Valve’s “The Gallery” virtual reality game
JXE Streams: ‘Splatterhouse’ makes a mess of Friday the 13th
Jason Vorhees’ hockey mask in Friday the 13th was an accident. Special effects man Martin Jay Sadoff just happened to really like hockey and have a bag of old-school gear with him when the third movie was in production. As pop culture serendipity goes, the mask is a brilliant success: when Friday the 13th rolls around, it’s impossible not to think of that chipped face guard. In turn, it’s impossible not to think of pulpy horror and that infamous date when you see something that even sort of looks like the mask. No doubt that was the logic at Namco when it conceived Splatterhouse — one of gaming’s earliest gore-fests — and its masked star. That’s also why we’re playing a whole lot of Splatterhouse for you on JXE Streams!
Starting at 3PM ET we’re going to play not one but two Splatterhouses. (Splatterhousi? Splatterheese?) First up is the 2010 reboot on PlayStation 3, what with its three-dimensional violent silliness. After that we take a tour through the first two levels of that, we’ll dig back into the original Splatterhouse from 1989. The whole thing will be streamed live right here, on Engadget.com/gaming and over at Twitch.tv/Joystiq.
Enjoy our streams? Bookmark Engadget.com/gaming to check out our upcoming schedule and follow us on Twitch.
[We’re playing a retail copy of Splatterhouse on a PS3 streamed through an Elgato Capture HD via OBS at 720p.]
Everything Valve does is because of Steam
Why is Valve getting into virtual reality? Why is Valve making Steam Machines and the Steam Controller? Why did Valve make its own Linux-based operating system? Why did Valve make the Steam Controller? Why is Valve releasing its game engine, Source, for free? It’s the Steam economy, stupid!
Valve’s game store boasts “over 125 million active accounts worldwide.” How does Valve keep growing that store? By literally everything else it does. Here’s Valve president Gabe Newell explaining it to us last week at GDC 2015:
“We’re trying to build standard interfaces and standard implementations that other people can use. Because, to be honest, we’re going to make our money on the back end, when people buy games from Steam. Right? So we’re trying to be forward-thinking and make those longer-term investments for PC gaming that are going to come back a couple years down the road.”
That’s a very important point. Maybe you didn’t know, but Valve generates a ton of revenue from Steam. It’s not clear exactly how much, so here’s some context for that assertion:
- The most current numbers on Steam usage are from last week, with 125 million “active accounts” — that’s not total accounts, but accounts being used with some regularity.
- The Steam library is around 4,500 games, depending on what you count (that number excludes game add-ons and non-game software — thanks to Ars Technica‘s Kyle Orland and his Steam Gauge database for this number).
- Valve gets approximately 30 percent of each sale made on Steam.
Thirty percent! That’s not for every single game, and there are plenty of free-to-play games, so that’s not a direct “30 percent take from all games sold on Steam,” but it’s not far off. For a taste of what that number can mean, we turn to Sega’s lawsuit with THQ over the pre-order profits from Company of Heroes 2 on Steam.
As Eurogamer reported in 2013, “There were 20,755 pre-orders for CoH2 registered through Steam from September 2012 to 24th January 2013. That generated revenue of $1,345,301.29, but, as is standard, Valve takes a 30 percent cut of Steam sales, leaving publishers and developers with 70 percent — in this case $941k.”
Approximately four months of pre-orders, totaling approximately 21K copies, brought Valve over $350K in revenue at the cost of running servers and consuming bandwidth. That’s not even sales of the game, but pre-orders. And that’s a single game among thousands.
Without giving direct numbers, Newell told us, “The PC has been going gangbusters lately. Steam revenue’s up 50 percent year-over-year, which tracks closely to overall what’s happening in PC.” Operating Steam is a very lucrative business.
So much so, in fact, that Valve’s entire business is built around Steam. “But Valve’s a game developer! Why isn’t Valve making games?!” you ask with a crowbar in one hand, a headcrab hat sitting atop your dome.
The short answer is, well, Valve is making games. Counter-Strike: Global Offensive and DOTA 2 are primary examples: Valve is still making games, but only insofar as they’re experiments in new models for Steam. Counter-Strike: Global Offensive is, “Here’s how to make a successful free-to-player shooter on Steam!” DOTA 2 is, “Here’s how to make a successful eSports game on Steam!”
WHY HARDWARE?
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With Steam Machines/Controller, Steam VR/Lighthouse and Steam Link, Valve is making a big push into physical hardware. Why? Because it all rolls up into Steam.
You may have noticed Steam’s search functionality adding support for VR games back in December 2013. Or maybe you used Steam’s in-home streaming functionality, which started beta testing one month earlier in November 2013? Or maybe you’ve got your own gaming PC in the living room, running Steam’s living room-friendly Big Picture Mode, first introduced back in 2011?
All of these initiatives serve one purpose: Extend the reach of Steam. The hardware Valve just announced, from its $50 game-streaming box (Steam Link) to its VR headset collaboration with HTC (the Vive), all directly rolls up into Steam. It’s the one common denominator among all these variables, and Valve’s been setting up foundations for this push across the past several years.
Steam Machines and the Controller couldn’t exist without Big Picture Mode (and now, SteamOS), just as Steam VR doesn’t make much sense without a store already populated with VR games. Steam Link is a physical extension of in-home streaming tech you could already be using.
The good news is that, while this all serves to make Valve richer, all these moves achieve the parallel goal of serving the PC gaming community at large.

As Newell puts it: “[There’s] lots of hardware innovation: 4K and 5K monitors, G-Sync, 140Hz monitors. And all that’s driving what’s going on. So from our point of view, we sit back and say, ‘What’s going to be helpful? How can we keep PC gaming moving forward?’”
“Hardware and software pushes into streaming, VR and living room PC gaming from the company that owns the largest digital game service in the world” is apparently Valve’s answer.
Don’t miss the rest of our coverage from GDC 2015! Check out our events page right here.
Filed under: Gaming, Home Entertainment, Wearables, Internet, Software, HD, Alt, HTC
‘Titanfall’ sequel headed to more than just Xbox and Windows
Standby for Titanfall, PlayStation 4 owners. The crumbs from the game’s first birthday cake are just starting to get crunchy, and developer Respawn Entertainment’s dropped news that there’s a sequel in the works. What’s more, it’s shedding Windows and Xbox exclusivity according to IGN. “It’ll be multiplatform,” the studio’s CEO Vince Zampella said. COO Dusty Welch said that the decision to release the initial game only on Microsoft platforms was a business decision above anything else, with Zampella adding that making the game wouldn’t have been possible otherwise. All that to say, Microsoft did a lot of financial heavy lifting for Titanfall — much like it did for the original Mass Effect. Any of the game’s cloud-reliance shouldn’t be lost in the transition to non-Redmond platforms either considering that PS4 developers can offload processing tasks to remote servers as well.
What else? Well, the game still doesn’t have an official name, for one, and it’s still really early in terms of development. That means there aren’t any meaty details to share just yet, but Zampella was candid about how the first game’s multiplayer-only campaign turned out and how that’d affect the sequel:
“I mean it obviously prohibits a certain group of people playing the game, and as content creators you want to get into as many peoples’s hands as possible. We put some single-player elements in there though, and tried to mix it up. Maybe we could have mixed things up a bit better because some people blew right by it and didn’t even see it because there was so much action happening around it.
It’s tough, because if you hit people over the head with it it becomes intrusive, and there are people who don’t want or care about it. Where does the needle fall? I think it takes a while to figure that out and we haven’t figured it out yet.”
That doesn’t necessarily mean a full-on single-player campaign is in the works, but it sounds like one is at least being considered. The studio is also thinking about taking a page from Evolve‘s playbook and making the sequel’s DLC free so as not to divide the player population among haves and have-nots. Given that all of the first game’s downloadable content is available for the low, low price of $0 now, that seems a pretty likely move.
Filed under: Gaming, Home Entertainment, HD
Source: IGN
JXE Streams: ‘Grand Theft Auto Online,’ heists and you
The best laid plans of crooks and thugs lead us to nothing but loot and hugs! At least that’s what we’re hoping happens when we play the newly released heists in Grand Theft Auto Online on JXE Streams. Nearly 18 months after Rockstar released Grand Theft Auto V, the game’s online multiplayer mode finally has heists, new missions in which you and a crew of other players try to execute multi-tiered virtual crimes. Think Ocean’s Eleven but with markedly less George Clooney and markedly more video game violence. We’ll be playing through the very first of the heists to give an overview of how they work on today’s show.
Tune in to this post, Engadget.com/gaming or Twitch.tv/Joystiq to watch the two-hour stream of Grand Theft Auto Online starting at 3PM ET. Ben Gilbert will lead the operation while Anthony John Agnello lends him both his excellent driving skills and moral support.
Enjoying the streams? Check out the upcoming schedule on Engadget.com/gaming and follow us on Twitch to know when we go live!
[We’re playing a digital copy of Grand Theft Auto Online on an Xbox One streamed through an Elgato Capture HD via OBS at 720p.]
The BBC is creating a TV drama based on ‘Grand Theft Auto’

As part of an initiative to get the UK into coding, the BBC is creating a new TV show based on Rockstar’s best-selling game series Grand Theft Auto. Not much is known about the show; the BBC simply states that a “new BBC Two drama based on Grand Theft Auto” is on its way. A release date for the show hasn’t been nailed down yet, but the related “Make it Digital” campaign kicks off this fall. It’s unclear what elements from the games will make their way over to TV. Will we see Tommy Verceti cruising Vice City, Niko Bellic cracking skulls in Liberty City or perhaps just something loosely based on the concept? Who knows, but it seems safe to say that some sort of car theft will be involved.
The BBC’s “Make it Digital” campaign is mainly targeted at 11-to-12-year-olds (who are too young to legally buy the games in the UK), but also includes an element that aims to create 5,000 trainee positions for unemployed teens and generally improve the country’s tech literacy. We’ve reached out to the BBC for more information on the Grand Theft Auto project, and will update this article accordingly.
Filed under: Gaming
Source: BBC Media Centre
Nominations for the 11th Annual Engadget Awards close tonight
It’s time have your voices heard. In the dog-eat-dog world of technological innovation … Ok, ok, enough with the K9 metaphors. Let’s just get to the point: Nominations for the 11th Annual Engadget Awards end at midnight PT tonight. We’ve given you a head start with a few suggestions, but feel free to write in your own in the ballots below — if you haven’t placed your votes already. You don’t have to make nominations in every category, but selections should be for products available in 2014.
We’ll announce the winners during a very special awards ceremony on March 25th. Let’s just say the competition is rrrrruff …
http://engadgetpolls.polldaddy.com/s/engadget-awards-best-overall?iframe=1http://engadgetpolls.polldaddy.com/s/engadget-awards-best-overall-1?iframe=1
Filed under: Announcements, Cellphones, Gaming, Home Entertainment, Laptops, Tablets, Transportation, Wearables, HD, Mobile, Alt











