Interview With Mobile Designer Jason Surguine. Part 3

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Welcome to back for part three of our interview with Jason Surguine (Jaybot).  Luckily, we were able to catch up with him when he stopped for a sports drink break, half-way up Mount Takao.  so, let’s get started with our third installment, direct from Tokyo, Japan.

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Tekipaq: Welcome Back Jason!  Let’s start out today’s interview with a discussion about Mobile Game Platforms.  What is your favorite mobile gaming platform?

Jaybot: A notepad and a pencil.  Again, if we’re including all the mobile platforms: I’ll have to admit to the Nintendo DS. The clamshell form factor and the touch-screen combined with buttons (and microphone, and etc etc etc) was simply a brilliant design. Many game designers and developers took notice, and it now has an impressive library of great games (and surprisingly, applications).

Tekipaq: Hey, I was expecting a mobile phone to be your answer.  What about your favorite Mobile Phone or PDA type device?

Jaybot: Ok…well..as far as mobile phones as a gaming platform… I have to say the iPhone for now, simply because of the sheer amount of cool titles. However, the G1 Google phone is a slick piece of hardware. If the Android Market backend was as robust and well-known as iTunes, it would be a true contender. Strangely enough, Google doesn’t seem to have enough clout in this area (geez, you don’t hear that often).

Tekipaq: Which Operating system  do you think has the most potential for games, and in your opinion, the strengths and weaknesses of the different platforms.

Jaybot: Nowadays, the Operating System isn’t much of a hurdle to making great games, it is the strength of the hardware itself. As far as processing power and screen resolution, it’s become a level playing field between most phones. Especially since HTC still makes about 90% of the devices you see out there, including the Android G1.

  • The iPhone is fast and has a great screen, but it is missing real buttons. Arguments can go either way, but in my opinion, you can’t beat a real directional pad and real buttons for gaming. The Accelerometer (or whatever you will call it) is a gimmick. There, I said it. There is nothing wrong with it being a gimmick, I’m sure it can be used for some really neat things, once or twice (like Wario Ware Twisted on the Gameboy Advance). But as far as games go, especially on a mobile phone, it simply can’t hold water (try any of the racing games which use Accelerometer control and you will see why).
  • The Google G1 phone is a great piece of hardware. It even has four proper buttons on the face and scrolling mouse-nub-thing which can double as a Directional Pad. In addition, you can slide out an actual keyboard full of tons of hardware keys to play with.  However, we haven’t done any actual performance tests for gaming yet (we’re still porting our gaming engine to it), so I can’t comment on the speed yet.

Tekipaq: Since iPhone games are so inexpensive, how can developers survive in today’s market and do you think that .99 games are a fad or do you think all the “little guys” will be forced out of developing mobile applications by the larger companies?

Jaybot: Volume. While games are being sold at $0.99 on iTunes the amount of copies that are sold (compared to $5-20 on Windows Mobile on Handango) are astronomically different and more than make up for the price difference. However, it does cause a bit of a conflict of selling the same title on both platforms at different prices. “Why is game X more expensive on Windows Mobile? Is it better?” This is why PDAmill dropped the prices of all their games to match their iPhone counterparts, even if they do take a huge hit for it, it seems more fair to the consumer.

Ironically, I think it’s the big studios which are losing the most money. To build a commercial game like Metal Gear Solid Touch or Resident Evil 4 mobile (from a company like Konami or Capcom), it costs much more money to develop the game. Even selling it at $8, they will possibly never recoup the development and advertising costs. However, I think their aim is actually to be on top with their brand and lose the money (similar to the PS3 for Sony or the Xbox for Microsoft, neither of which turn a profit, but exist as a top brand for their parent company).

Tekipaq: What about the little guys?

Jaybot: Independent developers will never be forced out of what is really an independent platform (iPhone, mobile phones). The big guys already have the reigns on the DS and the PSP (and Wii,Xbox,PS3) to worry about. Mobile phones are just extra advertising for them.

Tekipaq: Is it possible to simultaneously develop games for all platforms or do you create for one and then start from scratch on the others?

Jaybot: It is quite possible to simultaneously develop games for many platforms at once. That’s pretty much what we do at PDAmill Game Studios now. We develop games using one engine, which is ported to each new platform. While we must tailor each game’s media (e.g. graphics, music, user interface) to each new device (due to new screen resolutions, hardware buttons, touch-screens, memory constraints), the underlying engine remains the same.

Tekipaq: What do you think the future of mobile gaming is?

Jaybot: Well, we have more storage capacity than ever, which means mobile games can contain better quality media (e.g. music , video, and graphics). We also have more processing power than ever, which can mean flashier graphics and smoother gameplay. This also makes mobile development much easier than it used to be and can attract more talented developers.

I imagine it will trend towards that for awhile. However, I believe that eventually game developers will move away from the temptation of using the advanced hardware and storage capabilities as a crutch and will focus more on mobile game design.

I’ll contradict myself and say that the best mobile games actually fall into both categories: Games that are tailored to mobile experiences, can be picked up at any time, and be played in short bursts (Bowling for Burgers, GameBox Classics). And games that are extremely engaging and suck you in just like a full console title, in which you can (and want to) play for extended periods in one sitting (Arvale, Anthelion).

Tekipaq: I would like to ask you a few questions about the new game engine on your website game sample, is that engine in current offerings for PDAMill or will this be new in upcoming games?

Jaybot: That depends on which engine you refer to… The Arvale: Really Short Tale on my website was made with a completely different engine outside of PDAmill. I was simply testing out different engines and made the game as a prototype to see how viable it was to make a new 2D Arvale on the PC. I don’t really plan on developing it any further as a mobile game. As a PC game… who knows? ;)

  • The PDAmill Arvale engine is still alive and well, and we do plan on doing at least one more game with it.  The engine used for Broken Blueprint (another sample game on my blog) is quite similar to an engine we have at PDAmill for Graphic Adventure games. However, that project was cancelled, so I decided to continue it in on my own in another engine and piece together something for people to enjoy (didn’t want all that nice artwork to go to waste!).  Here are some screenshots from Broken Blueprint:

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  • If you’re referring to the rumored 3D Arvale pictures I posted at one time. It’s still a rumor J

Tekipaq: Since we interviewed you last time do you have any new Gaming News for our readers?

Jaybot: As far as games…Arvale: Short Tales for iPhone is quite underway and should be finished quite soon. We’re pulling apart and doing cosmetic surgery on the Windows Mobile version, beefing up each individual ch aracters adventure and are going to release it as four separate games (each character will get their own game). Varju, the druid character will be released first.

GameBox Classics Gold for iPhone is almost finished. This will be a huge overhaul from the original GameBox Classics and will include brand new visuals, levels, and gameplay from the old Windows Mobile classic.

Tekipaq: Thanks for sharing this with our readers, I’m glad to hear that some more iPhone applications will be coming out soon!  Since your are living in Japan, I thought I would end of the interview discussing your experiences in Japan.  Do you have a blog regarding your Japan experiences?

Jaybot: Yes…For my last 20 days here, I’m doing a daily blog on how a lazy, cheap, person (that’s me!) can live in Tokyo. Showing the non-touristy places, cheap places to eat, weird food (of course) and even the excitement of doing mundane things like laundry. I even attempt some cultural education on Japanese toilets ;) I’m on Day 9 now.

Tekipaq: I know that you were involved in creating a Pachinko game for PDAMill, however, I’m curious as to whether or not the real game still exists in Japan. Please do tell us about it?

Jaybot: Sure.  Actually, they have real pachinko EVERYWHERE here, it’s crazy. Pachinko is just as popular as Karaoke (which is HUGE) in Japan. I really should go play some, you know, for uh… research :) (Pachinko Go 2!)

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Tekipaq: Do you have any pointers for our readers that might be interested in learning Japanese?

Jaybot: The best way to learn Japanese is to learn all the Kanji first. Even before learning the Kana. I know that sounds kinda crazy, but it is the fastest and best way. A brilliant guy named James Heisig figured this out and wrote a couple of books on it (and a brilliant method of remembering what they mean and how to write them). Once you have the first 2042 Kanji down (which can really be done in about 3 months)…

Tekipaq: I wish they told me about that when I was taking Japanese in college :-)   What do you recommend next?

Jaybot: Then learn the Kana (that takes less than a week). Then you can start lots and lots of fun! That’s reading Manga, watching movies, dramas, reading websites, and playing Video Games (of course!) anything as long as it is in Japanese and you enjoy doing it. Any time you find something interesting (a sentence, word or phrase) and want to learn it, write it down and then put it into an SRS program such as Anki. A Spaced Repetition System is a fancy way of saying Flash Card, but with the added benefit of being electronic, automatic, and with an algorithm made by some genius German scientist.

Tekipaq: What about conversational Japanese?

Jaybot: Don’t even worry about speaking it. Just concentrate on lots of input. A bunch of bright Polish kids figured this out when learning English. They have a wonderful website (in English) here: http://antimoon.com/ Then another brilliant guy figured out how to do this with Japanese at All Japanese All the Time here: http://www.alljapaneseallthetime.com/blog/about

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I’m not affiliated with these people at all. I’m just spreading the love :)

Tekipaq: What was the link to your Japan Blog?

Jaybot: Lazy Tokyo: It’s in the same place as my regular blog, but you can start from day one here: http://jaybot7.com/blog/the-lazy-man’s-way-to-tokyo-day-1

Tekipaq: Thanks Jason for your time and efforts and for providing our readers with a first-hand look at Mobile Game Development, Mobile Music and for this wrap up session.  Enjoy your stay in Japan and please keep in touch!  Sayooonara Jason.

PearHideIt, a Security Enhancement for Palm OS, New to the JAMM Store

PearHideIt, a new application from Pear Mobile, LTD, has recently been released to the JAMM StorePearHideIt offers an additional layer of security to the standard Palm OS, allowing users to hide installed applications from the standard launcher.  PearHideIt includes support for ROM based apps, making it a great way to hide the Quick Tour apps, or any others that are built in that you just don’t want to be bothered with each time you scroll the screen.  Applications stored in RAM and on the external memory card can also be hidden, allowing users to protect sensitive data from prying eyes.

PearHideIt version 1 is available as a free trial here from the JAMM Store.  You can also register the full version for $3.95.

While visiting, please make sure that you check out the additional new and updated software for the Palm OS.  Links to the product pages are below!

New Software

Updated Software

T-Mobile USA Unveils the Motorola CLIQ™ with MOTOBLUR™, the first Android-powered device from Motorola

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T-Mobile USA announced today the availability of the Motorola CLIQ™ with MOTOBLUR™, the first Android-powered device from Motorola, which is scheduled to launch later this Fall.  This phone will be available in Titanium and Winter White.

The specs look impressive too, here’s a quick overview:

  • MUSIC PLAYER AAC,  AAC+,  AAC+ Enhanced,  AMR NB,  MIDI,  MP3,  WAV,
  • VIDEO CAPABLE Playback – H.264, H.263, MPEG 4, YouTube; Video Streaming: MPEG 4, 3GP
  • Camera 5 MEGAPIXELS
  • OPERATING SYSTEM Android 1.5 (Cupcake)
  • QWERTY KEYBOARD
  • TOUCH SCREEN
  • VIRTUAL KEYBOARD
  • HEADSET JACK 3.5mm audio jack
  • ACCELEROMETER
    Accelerometer and proximity sensor
  • NETWORKS WCDMA 900/1700/2100, GSM 850/900/1800/1900, HSDPA 7.2 Mbps (Category 7/8), EDGE, GPRS Class 12, AGPS
  • REMOVABLE MEMORY MicroSD up to 32GB
  • SENSORS Proximity Sensor, Ambient Light Sensor

Here is the official Press Release, which includes a link to the Motorola website:

First Android™-Powered Device from Motorola Puts Social Networking Center Stage

September 10, 2009

SAN FRANCISCO — Sept. 10, 2009 T-Mobile USA, Inc. today announced the upcoming availability of the Motorola CLIQ™ with MOTOBLUR™, the first Android-powered device from Motorola, Inc. (NYSE: MOT) and the first device to feature the innovative MOTOBLUR solution. The CLIQ will be available exclusively in the U.S. from T-Mobile later this fall.

Developed by Motorola, MOTOBLUR is an innovative solution that manages and integrates communications – from work e-mail to social networking activity – on your CLIQ. Updates to contacts, posts, messages, photos and more are streamed together and synced from sources including Facebook®, Twitter™, MySpace®, Gmail™, and work and personal e-mail. MOTOBLUR automatically delivers these updates to the home screen in easy-to-view streams so there is no need to open and close different mobile applications to keep up with the latest content. A 3G-capable smartphone featuring a slide-out QWERTY keyboard and a full touch-screen display, the CLIQ is designed to keep the conversation moving, enabling fast messaging on the fly and easy navigation through MOTOBLUR’s streams and widgets.

Cole Brodman, chief technology and innovation officer with T-Mobile USA, jointly unveiled CLIQ with MOTOBLUR today with Sanjay Jha, co-CEO of Motorola and CEO of Motorola Mobile Devices, at GigaOM’s Mobilize 09 conference.
“T-Mobile’s highly social and always-connected customers have a natural affinity for mobile social networking, and we’re excited to feature the Motorola CLIQ with MOTOBLUR prominently in what’s shaping up to be our most innovative holiday product lineup ever,” Brodman said. “The CLIQ lives up to Motorola’s tradition of great design and quality, and to our history of working together to create products that enhance the lives and the relationships of our customers.”

Jha said, “We’re pleased to announce our first Android-powered device in partnership with T-Mobile USA. Motorola CLIQ with MOTOBLUR differentiates the Android experience for consumers by being the only smartphone that automatically syncs conversations, contacts and content, and delivers a solution that’s instinctive, social and smart.”

The CLIQ expands T-Mobile’s compelling lineup of Android devices and underscores T-Mobile’s commitment to the open, highly customizable platform that gives developers and manufacturers the opportunity to create truly unique experiences. This continued first-mover advantage with Android lets T-Mobile customers have access to incredible innovation in the Android Market™.

The CLIQ delivers a reliable mobile Web experience by harnessing the power and speed of T-Mobile’s 3G network and Wi-Fi. Additional CLIQ features include a 3.1-inch HVGA touch-screen display, a 5 megapixel auto focus camera with video capture and playback at 24 frames per second, a 3.5mm headset jack, a music player with pre-loaded Amazon MP3 store application, Shazam, iMeem Mobile, and a pre-installed 2GB microSD memory card with support for up to 32 GB of removable memory.

CLIQ also features multitasking capabilities and one-touch access to the Google™ mobile services millions use every day, including Google Search™ by voice, Google Maps™ with Street View, YouTube™ and Picasa™. Easy access to both personal and corporate e-mail, calendars, and contacts is supported by Exchange Server and Gmail. E-mail and contacts are also supported by Yahoo!, Windows Live Hotmail, and other POP3 and IMAP e-mail services. It also combines instant messaging support for Google Talk™, as well as AOL®, Yahoo! Messenger® and Windows Live Messenger.

T-Mobile’s 3G network is currently available in 200 cities nationwide and covers more than 150 million people. By the end of 2009, T-Mobile USA expects its 3G network to be available to approximately 200 million people across the U.S.

Availability
Motorola CLIQ with MOTOBLUR will be available exclusively to T-Mobile customers later this fall in two colors — Titanium and Winter White. Pricing will be announced at a later date.  Customers can visit http://www.t-mobile.com/cliq for more information.
About T-Mobile USA, Inc.
Based in Bellevue, Wash., T-Mobile USA, Inc. is the U.S. wireless operation of Deutsche Telekom AG. By the end of the second quarter of 2009, almost 150 million mobile customers were served by the mobile communication segments of the Deutsche Telekom group — 33.5 million by T-Mobile USA — all via a common technology platform based on GSM and UMTS, the world’s most widely used digital wireless standards. T-Mobile’s innovative wireless products and services help empower people to connect to those who matter most. Multiple independent research studies continue to rank T-Mobile among the highest in numerous regions throughout the U.S. in wireless customer care and call quality. For more information, please visit http://www.t-mobile.com/. T-Mobile is a federally registered trademark of Deutsche Telekom AG.

About Motorola

Motorola is known around the world for innovation in communications and is focused on advancing the way the world connects. From broadband communications infrastructure, enterprise mobility and public safety solutions to high-definition video and mobile devices, Motorola is leading the next wave of innovations that enable people, enterprises and governments to be more connected and more mobile. Motorola (NYSE: MOT) had sales of US $30.1 billion in 2008. For more information, please visit www.motorola.com.

It just hit me: the Zune HD is REALLY sexy!

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I’ve always found the Zune interesting, but I’ve never been fascinated by one…until now. Come September 15 I’ll likely be visiting my local Best Buy to take a look at the launch of the Zune HD. I’d seen our coverage of the device earlier on and I had read the press releases, but the latest videos on Engadget finally tipped the scales and got me excited about Microsoft’s newest device. I’m really excited to see another mobile product that is really paying attention to a quality look and genuinely interesting user interface.

A new exterior

The brushed metal look on the Zune HD puts the older models to shame, and I’m really liking the transition from that “music playing toy” look to a tempered, high definition portable media machine. The Zune HD looks a lot more serious than its predecessors, and it’s really taken me over. Realistically speaking, I don’t think I’ll be going out and buying one at $219 for 16GB since I already own an iPhone 3GS with a similar capacity, but it’s got me dead-to-rights in the techno lust category. If the old Zunes were Smarties, then the Zune HD is an M&M — and everyone knows that the shell is superior on the latter. :P

Texty!

One thing that the first Zune nailed was an interesting interface. Doug wrote an extensive review of the device for JAMM, and one thing that stands out is the huge text-based interface. The really striking factor here is the typography of the UI. Instead of using a lot of fancy colours and menu systems, a lot of the Zune HD’s UI seems to be composed of gorgeous and gigantic text — and it works! I never knew that letters turning and tumbling about the screen could be so sexy, and I really can’t wait to try the thing out for myself come September 15.

If you’re looking for more Zune HD details, I definitely suggest you hit up Engadget’s Zune HD hub for some fantastic pics and video demos.

Sprint Offers $70 Any Mobile, on an Everything Data Plan

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Enjoy chatting? What about texting and surfing? What about a buffet which offers that and more? Sprint is happy to provide you with such a buffet at a paltry entrance fee of $69.99 per month. Sprint is proud serve up its "Any Mobile, Anytime on an Everything Data Plan". Read on to find out what’s on the menu.