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ian ni-lewis: –get it. dan galpin: all right. ian ni-lewis: welcome to thefriday review of games. dan galpin: wait, whatshot are we on? i’m only on screen. you’re not even onscreen, ian. wait. now it’s a black screen. hold on.

we can do this. male speaker: there’sthis one. yeah, there we are. oh, cool. all right. ian ni-lewis: excellent. dan galpin: welcome to thefriday review of games. as always, i’m dan galpin, andwith me is ian ni-lewis. ian ni-lewis: exactly.

dan galpin: and we’re goingto have a nice, casual conversation with our game nowbehind us using the advanced green screen technology wehave here in the studio. and the game behind us, by theway, is "greedy spiders 2," just to give a call out to it. but more importantly,let’s find out what we’re drinking today. well, ian’s drinkingmountain dew. ian ni-lewis: oh yeah.

dude, i was up all night. you know what i was upall night doing? making an intro video. dan galpin: oh yeah, the onethat didn’t get played. that’s all right. ian ni-lewis: actually,it’s a different one. dan galpin: yeah, it’sa different one. i know. ian ni-lewis: that was for theapp planet, [? yeah. ?]

i don’t know, man. sometimes i wonder. so producer daniel phamis not with us today. he is off on a whirlwind tourof new york and london. because as you know,it’s fashion week. he’s got a lot of couturehouses to visit. pretty much everyone in europewho does fauxhawks will be at the london fauxhawkconvention. dan galpin: i think it’sexciting for him to get to

meet a bunch of hispeers this way. so we wish you thebest, daniel. keep on truckin’, and we stilltotally believe that you have a girlfriend, even thoughwe never met her. dan galpin: he doesn’t wanther to meet us, actually. i think he know that’spretty much the end. ian ni-lewis: reallycan’t blame him. dan galpin: yeah, exactly. ian ni-lewis: ’cause isn’the pretty young?

i bet his girlfriendis about mid-20s. dan galpin: yeah, probably. ian ni-lewis: yeah, he doesn’twant her to meet you. all right, so we’ve gotsome games today. dan galpin: we do. we have some games. we have some beer. let’s start drinkingnow please. all right, do wehave an opener?

that’s the most importantthing. ian ni-lewis: of course we do. so today we’re drinkingrogue dead guy ale. we’re going back to a classic. dan galpin: this is for peoplewho’ve stayed up till 4:00 in the morning. actually, both ian and i stayedup to all hours of the night last night. ian ni-lewis: such a bad idea.

dan galpin: so we’re bothfeeling like dead guys. raa– brains– this should be zombie edition,actually, of the show because that’s kind of how i feellike right now. ian ni-lewis: all right. so this is a new studio setupfor us, and we actually have real-time statistics. but i can just barely read it.

it looks like– what is that–two people are watching? dan galpin: some like that. yeah. ian ni-lewis: so two peopleare watching. awesome. thanks to both of us–both of you. dan galpin: wait, one of thoseis the producer, isn’t it? ian ni-lewis: ooh, damn it. dan galpin: oh, well.

anyways, thanks to you, man. we appreciate it. all right, so anyway,we love you guys. and as always– dan galpin: there’s morethan that slightly. ian ni-lewis: so producerlouis is monitoring the youtube chat channel. so if you guys want to have someconversations, just say something, maybe spark usoff on another wild

goose chase, awesome. dan galpin: absolutely. we are here to be casual. once again, it is a casualfriday review. ian ni-lewis: absolutely. we’re going to look ata couple of games. but we also want to use this asa jumping-off point just to talk about android gaming andhow you program and sell games on android in general.

dan galpin: and this has beena big week, too, for google. we announced the new chromebook,which i’m really excited about. and i think a lot of peopledon’t recognize, but that chromebook has some seriouspotential for games. and it’s really the first onethat i think actually has a gpu that’s more powerful,potentially, than the cpu. and so i think we’re going tosee some really, really cool stuff about it.

and so i’m excited. it’s using the exynos 5, andit’s a very low-resolution device for that exynos 6. so it’s going to be a reallynice game machine. ian ni-lewis: exynos 5, that’san exciting chip. dan galpin: it is anexciting chip. so the chromebook actuallyearned the distinction of being the first device toship with an rma-15. ian ni-lewis: that’ssome good stuff.

that’s an out-of-orderpart, isn’t it? dan galpin: it is. it is. it’s got a really long pipeline,so you do have to be a little more careful, i think,in terms of you stall the pipeline– ian ni-lewis: right. but an out of order pipeis going to be a lot harder to stall.

dan galpin: exactly. ian ni-lewis: and thisis actually is probably a good thing. dan galpin: actually, it’sspeculative out-of-order. a9 is also out-of-order. a15 is also speculativeexecution, i believe. ian ni-lewis: oh, ok. is there a first speculativepart? dan galpin: i don’t remember.

i can’t remember, actually,the difference– i know the pipeline is longer,and beyond that– ian ni-lewis: well, i hopeit doesn’t crash. but i’m really excitedabout that. i think the price point isgreat, and the track pad feels really, really good. ian ni-lewis: yeah, i know thatwas kind of a problem earlier, wasn’t it? dan galpin: well, theoriginal, original

chromebooks– i think people underestimatedthat. and now, i think they’ve madethat a really, really good job of getting good parts, gettinggood sensors, and integrating it well. so i think it’s a greatlittle machine. i’m excited. i’m excited to see what peopledo with games on it. that’s a little bit far off fromandroid, but i thought

i’d do a shout out to– ian ni-lewis: yeah,i was gonna say. yeah, do you want to talk aboutthe new windows machine next, dude? dan galpin: the new windowsmachine, dude, it uses a t30. that’s old news, man. i mean, come on. that’s the part fromsix months ago. ian ni-lewis: all right, mymountain dew is finished.

it’s time for beer. ian ni-lewis: so yeah, it’sbeen a good week. we’ve had some up and down. i’m definitely, again, justworking through a lot of test suites with different gamedevelopers, trying to figure out what it is. so here’s somethingthat surfaced– dan galpin: no pun intended. ian ni-lewis: right–

that i think is really importantjust recently. and i think this actually mayapply to the exynos 5– is we saw some game developerswith either incorrect results in the fragment shaderor basically massively incorrect z results. dan galpin: and what’sinteresting about it, we’re moving towards devices– all the next generation of gpus,whether that be the t604 that’s in the exynos 5 or theadreno 320, these are all

unified shader models. and so they’re designed to beboth compute monsters and the gpu as well as graphicsmonsters. and so what we’reseeing there– is your head in the displaythere, man? i think it is. ian ni-lewis: louis,you promised, dude. dan galpin: also the corner ofthe monitor’s in the display. that’s kind of cool.

ian ni-lewis: actually,you know what? mom! oh yeah, yeah. dude, you need to movethat, seriously. dan galpin: can you lower thatmonitor just a little bit? ian ni-lewis: yeah, justlower the monitor. dan galpin: one more. there we are. ian ni-lewis: if you could justmaybe stop having a head,

that would be good. dan galpin: hunched,he’s gonna be like quasimodo after this. ian ni-lewis: well, i guess wecould pan up a little bit. dan galpin: we totally could. but anyway, so what that means,when you get into devices that are designed forcompute is now they actually have a unified shader model. and so now we’re seeing thingswhere before, a lot of times,

they would sort of fudge invertex shaders in terms of whether you havemedium-precision or low-precision, it might notactually have a true medium-precision. but now that we’re actuallyhaving these that are designed to deal with compute,medium-precision may actually mean something. ian ni-lewis: well, part of theproblem is that for a long time, in a lot of parts–

so the problem is these thingsare defined as low is less than or equal to medium is lessthan or equal to high. dan galpin: you’re guaranteed16 bits with medium is the problem. but it could be more. ian ni-lewis: but itcould be more. dan galpin: and it often is. ian ni-lewis: well, itusually is, actually. so what we were seeing is thereare some parts– and i

believe the exynos 5 is one ofthem– that uses 16 bits for medium-p. so if you were usingmedium-p and getting by with 24 bits of precision, now youget swashed down to 16, we’re seeing these bizarrez-fighting issues. dan galpin: and again,we’re talking about vertex shader precision. most the time, pixelshader precision, actually, is unchanged. they were already crazilyoptimizing pixel shaders in a

lot of these devices. ian ni-lewis: well, theartifacts you’re going to get are not nearly– you’ll get banding. dan galpin: but when you havevertex shader, you’ll have geometry that suddenly isfighting with other geometry. and if you draw it on one orderon these devices, it’s just going to overlap. and so it’s kindof terrifying.

so one thing to note is thatwhen you’re actually using a vertex shader and you’re usingmedium-precision, you’re really only guaranteed16 bits. and unfortunately, it’s not easyto necessarily test that in terms of just having a gputhat’s a reference design. but it is something youshould consider. and it’s actually worthwhile toput some exceptions in your code and actually try to checkthose things and debug them. because you can actually testfor those, it’s just that you

may not have a gpu samplethat yet exposes it. so it’s an interesting device. again, all of the new devicesare not necessarily going to have that issue, but they aregoing to definitely have issues because we’re movingtowards unified models here in mobile– which is exciting. dan galpin: yeah, itis really cool. i mean, i don’t know if i’dcharacterize it as being because of unified shaders.

i think it just happened tocome along with that. it’s a little cold in here. ok, actually i just wantedto cover up my man boobs. dan galpin: no, i totally,totally get that. [inaudible]. so let’s talk a little bitabout the game behind us. because it is here, and thepeople are sort of wanting– so this is "greedy spiders 2." ian ni-lewis: so i remember–"greedy spiders," didn’t we

play that and it was sortof a puzzle game, right? dan galpin: it isa puzzle game. ian ni-lewis: you had tomove your flies or something like that. dan galpin: yeah, so the goalwith this one is to– ian ni-lewis: oh,this is cute. dan galpin: –is to free yourflies from the spiders. and it’s actually fairlytricky to do that. the spider will always followthe path towards the nearest

bug in terms of the numbersof segments. and so you can usethat against him. so as you see here, the goal isnow to isolate him from all of the other bugs as quicklyas possible. and that’s how we getthe best score. and then once he’s isolate, thebugs will get to go free. and there’s all sorts of stuffthe game starts throwing at you in addition. so the first one is cutting,you can freeze them.

there’s also other stuff you cando to the spider in order to prevent it fromeating the bugs. and i think it’s a reallyclever game. the puzzles get really, really challenging as it goes through. this is an example of a gamethat’s done very, very well. the back key, you see, does notdo anything here, which is unfortunate. it actually should technicallydo something–

but nothing. ian ni-lewis: you’re watchingthe confidence monitor, right, so you have an idea of whatpeople can and can’t see? dan galpin: yeah, so i’m pushingthe back key here. you can actually see the outlineof the tablet here. ian ni-lewis: no, no it’s ok. it’s ok. here, i’ll show youhow we do this. dan galpin: oh yeah?

ian ni-lewis: yeah, wejust move your chair. as you can see– dan galpin: as you can see– ian ni-lewis: –there arestars in this game. dan galpin: yes. this is great, actually. one of us can actually play therole of the letter turner, the vanna white role. ian ni-lewis: no,you know what?

i’ll tell you exactly why iwanted to set up this way. because i’m just goddamn sick oftalking about the back key. plus actually, therewas that hater. dan galpin: was there a hater? ian ni-lewis: well, noton our show, but on me and reto’s show. the guy went off, he’slike, man don’t listen to those guys. they probably work for apple.

they’re trying toruin android. dan galpin: dude, really? look, no one from applewould wear this hat. ian ni-lewis: yeah, iguess that’s true. well, you know what was actuallyreally hilarious, though, was one of the thingshe said was, i can’t believe you’re telling people not tohave an exit dialogue before you back out of the applicationbecause every application should have that.

what if it takes a longtime to reload? and i’m like, that’s areally good point. but really, the only apps thatget a pass on that are games because yes, games can take awhile to reload on earlier systems or if you’re undertremendous memory pressure. dan galpin: yeah. in general, if you really wantto throw a dialogue up because of loading, it’s ok but ingeneral, it’s better to just not do it at all.

i’m still of the mindsetthat user will figure out fairly quickly– ian ni-lewis: well, now thatyou don’t lose your context when you lose focus,then i think that that’s absolutely right. because the user is either goingto go right back to the game, in which case you shouldstill have your context and you should still haveeverything. basically you should pause andthen just let them resume.

or the user doesn’t care anymoreand your game will get killed off. and as long as you handle thenotifications correctly, you’re probably goingto be fine. dan galpin: well, you know,we’re so happy. this game actually doesnot have a menu key. it’s doing a lot ofthings right. but i’m sitting hereand i have to– ok, first of all, thisis something

weird about these games. i have the bricks, and thebricks say i’m actually going back to this other menu thatlooks like bricks. and then we’ve got an on-screenback key here. ian ni-lewis: wait, wait. oh, yeah. dan galpin: but thatback key does work. ian ni-lewis: that’s alittle unfortunate. can you swipe?

dan galpin: you can. you can swipe. ian ni-lewis: well,it’s a different– dan galpin: it’s not a properswiping motion, but it is– ian ni-lewis: oh, that’s onething, by the way, that i’ve noticed on a couple of games. they’ll implement a swipe,but they won’t implement it with physics. and as you get on to biggerdevices, it’s really annoying

because you have to drag yourwhole finger all the way across the devices. dan galpin: it’s particularlynice if you can use the physics that’s builtinto android in terms of gesture detector. it makes the game feel like anandroid game, and it makes it feel a little bit customizedfor that device. ian ni-lewis: well, yeah. exactly.

because the gesture detector andthe flywheel physics will in general do the rightthing as far as the momentum of your swipe. and people are goingto be used to that. because all these otherapps use it. so if you tune it so that youreally, really like it and it’s different from the systemdefault, you might want to just ask yourself whyyou did that. dan galpin: well, it is reallyfunny because there’s a lot of

games that actually havetried to tune this. and you really notice it. it’s a visceral quality. the game feels thickor sticky. and what we find is that ourphysics are a little looser than some other touch-basedoperating systems, especially in the newer versions. we really wanted to have thisvery active and alive and elastic feel to theuser interface.

and so when you have a gamethat’s using it, it feels like, ugh, i’m going throughthis sludge trying to get through the ui. so in general, i thinkit’s a great idea. ian ni-lewis: thereis one really bad thing about it, though. and actually, look it upin the viewpager code. there is a fudge factor that weapply to our own physics, like a factor of four.

dan galpin: it’s true. ian ni-lewis: because we suck. but whatever. if there’s a fudgefactor, great. grab it out of the source. it’s a constant factor. all right, so anyways ireally love this game. honestly, it’s an incrediblywell-designed game. it’s really, really fun.

the graphics are reallywell done. it’s very cute, and itdefinitely is a game, looking around the halloween season, ithink this is one that has legs that people are goingto want to play with. even little details– ian ni-lewis: i see whatyou did there. it has legs. nice. dan galpin: i know.

so i love the fact that hiseyes even move here on the title screen. it’s very, very cute. you have the little obviousoption for music, sound effects, and off on the radiowith the little animations. you can change the difficultyon it from easy to hard. you know, whatever. ian ni-lewis: you can’tdo that, actually. dan galpin: i mean, you canactually determine whether or

not they’ve rated youon google play. so kind of silly. ian ni-lewis: yeah. actually, the truth is– i hope these developers hearthis from us because they will eventually hear it fromthe play guys– it’s against policy toincentivize reviews. so if the play teamsees that– dan galpin: actually, it’sborderline because they’re not

asking for a good review or abad review, this is one that the team finds kindof borderline. and it’s this side of goofballbecause you can actually tell whether they’ve reviewed it. so what usually happensis, sure, i’ll rate you on google play. and then i go to google playand i hang out here for a little while, and i load– ian ni-lewis: right,and it never loads.

so they don’t come back. dan galpin: load the page. and then i come back. and it’s like, usually the gamegoes, woo-hoo, rated on google play. plus five. again, kind of silly, since youcan’t actually detect it. but that being said, whetherit’s helping you or not, i think the team is ok aslong as you’re not

asking for a specific. ian ni-lewis: so check it out. look who just walked in. it’s reto meier. dan galpin: no way. welcome to the neighborhood,reto. ian ni-lewis: why is reto meierslumming in here with the game guys? reto meier: when i was watching,it sounded like the

audio from the tablet wascoming through online. ian ni-lewis: whose faultwould that be? dan galpin: well, itcould be anyone’s. i’m going to mute thistablet just in case. ian ni-lewis: good point. reto meier: thank you. dan galpin: you’re welcome. thank you, reto. ian ni-lewis: reto,representative of the man.

thanks, reto. appreciate it. dan galpin: thank you. i appreciate that one. daniel pham is off teachingpeople all over the world how he does his magical producershipin his giant world tour– in addition to thefauxhawk convention, which of course is very important. so we’re all kind of figuringthings out.

we realize how much werely on him here. ian ni-lewis: yes, we do. so we can switch toanother title. so we’ve actually looked ata lot of the ones here– ian ni-lewis: hey, producerlouis, what happened to our hdmi? louis: looks like youlost your tablet. dan galpin: oh, i did. [? louis: you can’t ?] move.

dan galpin: no way, really? louis: yep. now it’s back. woo-hoo! [inaudible] all right, so we’ve looked at alot of these before, so i’m not going to go intoany detail. i’m just going to bringthem up and be like, wow, that looks bad.

ian ni-lewis: but whydoes that look bad? dan galpin: well, it’s becausethis game has never been really tested on a tabletdisplay is what i think. but i’m not sure. it could just be it’s intendedto be squashed like that. but this is "greedy monkey."and also, this game is just one that has a lot of potentialin terms of being a physics puzzler. and it just doesn’t quitelive up to it.

the goal is actually you needto clear away the boards so that the banana will makeit to the monkey. this is the laziestmonkey on earth. and there’s so much that i cansay in terms of polish, in terms of everythingfrom the font. the graphic style is actuallyrelatively consistent, but you even see, like there are somethings that are outlined and some things are not. ian ni-lewis: yeah, the starshave a little bit

of a bevel to them. it’s just really inconsistent. dan galpin: i love thethe background. i would actually like to seeeverything take the style of the background. ian ni-lewis: you’re right. the background iskind of cool. dan galpin: i love that style. i think it also scalesreally, really well.

what’s great about not havingdistinct outlines is that they actually scale and look greaton every display. ian ni-lewis: that’s a goodpoint because if you’ve got a black line around, that’s goingto scale differently, and it’s going to end upactually being invisible on some devices and toothick on others. dan galpin: exactly,and you end up with these aliasing artifacts. like, you can see here on theboard on the very, very left,

you can’t really make out theoutline because of the angle the board is sitting at. the outline wasn’t there at all,and we actually chose an art style that was moreconsistent with the nice gradient fills ofthe background. i think it would looka little bit better. don’t want to say a lot aboutthis game, it’s just there’s a lot of polish thatcan be done here. and i think we did look at it along time ago, but my memory

is such that i don’teven know. "mibo" is kind of interesting. the main thing, dude, if you’regoing to use andengine, don’t use the standard andenginepackage, man. change the package name. it’s like, really, i was lookingat it, and i’m like, this is com.andengine– this is not an andengine game. this is a game byan individual.

this is a game that requiresaccelerometer. it’s definitely retro. what i’m impressed by is thisgame is super, super tiny. i think this game is, like, 800or 900k, which makes it one of the smallest games. and given that, it actuallydoes quite a lot. ian ni-lewis: are you justtrying to keep these dudes in the air? dan galpin: you’re trying tokeep these guys in the air,

and you eventually get combos,you see, which i can’t really do very well here. ian ni-lewis: you know whatwe need for this place? we need one of those remoteswhere your phone is the accelerometer. dan galpin: yeah, that wouldbe kind of kick-butt. if only there was a way toactually use my other phone as a real hid device and therewas some sort of remote framework for dealingwith sensors.

that would be kind of cool. you know, jeff. that’s you. yeah, i’m not going to be ableto do this very well on this tablet, partially because i haveit in the dock, which of course, i do mostlyfor stability. but actually, the starrybackground looks pretty good with us. i kind of like that.

ian ni-lewis: how’s thatstability thing working out for you, by the way? dan galpin: i kind oflike this starry background behind us. i will say, this game makes abetter background than others. it’s pretty blurryon the tablet. ian ni-lewis: that’s true. it’s not bad, actually. dan galpin: it’s not.

i kind of like– ian ni-lewis: yeah, if we justhad a little bit more depth of field, i could totally believethat we were just sitting in front of a video wallor something. i tell you, i really want usto be silhouettes, though. i totally want us to do the"mst3k" thing and have us really, really tinyin the corner. take our shot, instead of justcomposing it straight, actually make it smaller andtake us and compose us in a

little corner. ian ni-lewis: oh man, you knowwho could totally make us into silhouettes? dan galpin: daniel pham. dan galpin: so maybe nexttime, we’ll do that. that would be kind of awesome. and so for next week,by the way– just to let you know, we’llmention this at the end– but i do want people to nominatehalloween-themed games.

ian ni-lewis: that shouldn’tbe hard. dan galpin: there areso many out there. and everyone is throwinghalloween. ian ni-lewis: it’s like, wemight actually just do games on the app clinic too becausereto was like, yeah, we’ll do halloween apps at theend of october. i’m like, really? what’s a halloweenapp, exactly? but yeah, halloween’shuge for games.

dan galpin: well, there aresound boards– like halloween-themed sound boards,there’s halloween live wallpapers. dan galpin: yeah, for somereason, i guess the people aren’t too interested in them. dan galpin: halloween cards. ian ni-lewis: i don’t know. dan galpin: [inaudible]. anyways, there’s a lot ofhalloween stuff, so we’re

excited about that. maybe i won’t weara hat that time. we’ll see. ian ni-lewis: so you’llgo as a crazy old man with long hair? dan galpin: that’s right. actually, i walk downthe street and people hand me stuff. ian ni-lewis: right?

ian ni-lewis: yeah, you shouldtotally be a hobo. dan galpin: like, no,no, i’m not begging. please, ok? this is just the way i dress. i’m sorry. i’ve got holes in my shoes. so in any case, where arewe going with this? yeah, the game, it works. and it’s cute.

and it’s very small. ian ni-lewis: you promised methat there was going to be interesting stuff abouteach game that we were looking at today. you promised me. i lied. so the other two gamesthat we’re– ian ni-lewis: i mean, the factthat it’s really small is very interesting.

that’s cool. dan galpin: it is, actually. actually, the only thing iwanted to mention was, please don’t use the defaultpackage of anything. create your own package name. that was my primary comment. the game is actuallypretty fun. it’s very simple,but it’s fun. so the other two are "overkill"and "zombie

raiders." i’m pretty sure we’velooked at both of them. ian ni-lewis: i don’t remember"zombie raiders." i definitely remember "overkill." that’s ashooting gallery game, right? dan galpin: yes. "overkill’s"a shooting gallery game. i put it on here just becausewe can take a quick look at it again. ian ni-lewis: it hasa pretty cool icon. i don’t remember the gamelooking as good as the intro in the icon, though.

dan galpin: yeah, the real sadthing about this game is that it completely lacks animation. it’s sort of likea semi-robotic shooting gallery with– but you can take a look. ian ni-lewis: but this wholebeginning stuff. just the entire menusystem is awesome. dan galpin: and i lovethe little bullets. and then you get to the gameand wow, this looks really

well-rendered. and then you start playing, andyou’re like, hey, first of all, this is a dual joystickcontrol despite the fact that it looks like you mightbe tapping. that’s actually nothow it works. ian ni-lewis: oh, that explainsa lot about why i never got any good scoresin this game. it’s weird. it’s like, they’vegot this great

rendering, but they couldn’t– i mean, i’ve definitelygot sympathy for that. we’ve got the same problem inthe game we’re writing. because we ran out of moneybefore we got the main character rigged. dan galpin: that’s true. ian ni-lewis: so you know what iwas thinking we should do is just give him rocket boots. because then we don’thave to rig him.

we’ll just make the rocketboots swivel. dan galpin: that could work. ian ni-lewis: so anyways,you can also swipe. actually, you can swipe withtwo fingers to change guns. it actually has some nicegesture support. but kind of– ian ni-lewis: it’s tough, man. you can definitely compare justwhat you’re seeing right now on the screen with someof the other games

we’ve looked at it. and you know what gameyou want to play. you’re like, oh my god,that is different. and it’s really, reallycrisp and beautiful. and not all of us areborn designers. dan galpin: back keynot working. ian ni-lewis: it’s hard forme to say exactly what makes this so good. i think part of it’s anattention to color, part of

it’s a consistency throughoutthe design. i mean, you’re looking at thishigh-res, real world bitmap and then over the top of it arethese things, the font and the layout is just very crisp. dan galpin: they did a greatjob on the menu system. the game itself, i reallywant some more animation in the game. and i know they were definitely constrained by size.

but it’s not a small game. it is a game that’s actuallyusing ap expansion files. it clocks in at about54 megs, i think. and part of the problem isthat in shooting games, there’s some great stuff fromglue, to be honest, that competes directly with this. several of their games areshooting galleries but with more sophisticated3d environments. and so i don’t know.

this game is fun. it is very well done. i did actually have achance to play it. it is difficult to play ona tablet sitting on a surface like this. ian ni-lewis: but yeah, and ifi had to choose between a beautiful menu system and abeautiful excellent game play, of course i’m going tochoose gameplay. dan galpin: yeah, no.

the menu system, though,is awesome. honestly, kudos to you guys,man, for making an awesome menu system here. the back key stilldoesn’t work. ian ni-lewis: i told you, man,we spent a year talking about the back key. you either know itor you don’t. dan galpin: so "zombie raiders"is actually a really interesting game that takesan incredible amount

of time to get into. and it’s actually kind of anadventure, puzzle, fighting, shooting game. so basically, as you can see,you actually have to unlock– there’s a zombie invasiongoing on. and what you have to dois actually get to these various areas. and you find items you have touse, and you have to figure out where to use the items.

and it’s a detailed, long,involved game. ian ni-lewis: but this isn’t theone where you’re flying an airplane full ofzombies, is it? dan galpin: no. no, that one i love. that game’s great. this game, i think, in terms ofa mobile game, this one’s a little harder. it requires a large amount oftime investment to really get

into and play this game. from a graphic prospective,things are– ian ni-lewis: oh, that’s cool. you know what this reallyreminds me– how long has it been sincewe’ve seen just a fun, top-down isometric? dan galpin: i stillhaven’t seen one. but this is top-downand isometric. i guess that’s sort ofmutually exclusive.

but yeah, this is isometric. well no, it remindsme of "x-com." but where’s the shadows? dude. dan galpin: yeah, i know. ian ni-lewis: shadows on thesecharacters aren’t hard. all you need is a coupleof circles. dan galpin: not evena fake shadow. there’s even a little shadowunderneath that little marker.

it’s sort of odd. ian ni-lewis: yeah,it’s weird. dan galpin: the graphicsare really blurry. i would love to see thembe a little higher res than they are. i didn’t notice because– so here’s a questionto our audience. we were just talking aboutthis the other day, is if you’re going to run an automatedprogram to detect

issues like this– so what we’retalking about is over on the right side of the screen,we’ve got these things that are almost behind dan’s head. so these are crisp. whereas all of this, it’s alittle hard to tell because it’s so textured butit is not crisp. i’d say the density is about– dan galpin: actually, it’skind of nice because it creates depth of feel forus in our shot here.

ian ni-lewis: oh, yeah. good point. it looks like it’sway behind us. ian ni-lewis: except we likewe’re sort of positioned in a weird netherspace overan isometric field. dan galpin: yeah, well,i think that’s ok. ian ni-lewis: anyway, the pointis, what would you do to detect this? because to put it in layman’sterms, i think we’re trying to

detect places where– there’s crisp, but thenmost of it’s blurry. but the problem is, if you’rejust measuring frequency or whatever, some thingsare going to be a low-frequency signal. and especially things like thisgameplay, the only places that you notice it, the onlyplaces where it has to be crisp, are the places that youwould expect it to be crisp. and maybe that’s it.

maybe what we need to do isshrink it down, find the silhouette edges, and then seehow many of the silhouette edges are actually blurryat higher resolutions. dan galpin: well, exactly. it would also be an interestingexample to do just that– to actually changethe size of the display. look at this game at differentdisplay sizes and compare how blurry it gets. and then we could actually seewhere it had the highest

amount of information. ian ni-lewis: yeah,that’s true. if we just characterize theinformation theoretically, if the information doesn’t go upwhen the screen size does, then that’s a problem, right? we’d even take each imageand apply a scale factor, scale it down– ian ni-lewis: no,you’re right. you’re absolutely right.

because that’s the truth. it doesn’t have anythingto do with frequency. it has to do with information. because if you’re making abilinear prediction at each pixel, and the prediction isalways right, then there’s no information beyond whatthe quarter of the size would have been. ian ni-lewis: genius. dan galpin: well–

thank you– we’re solving allof our problems here on the friday review. but yeah, so this game is reallyblurry on tablets. it’s ok on phones. honestly, on a galaxy nexus,you can see this too. ian ni-lewis: all right,well, i’m really bored. let’s take a questionfrom the audience. hey, producer louis? dan galpin: are thereany questions?

louis: there are questions. are there any game genres thatyou think are underrepresented on touch-screen phones thatwould do well if optimized? ian ni-lewis: rts, man. why aren’t there morerts games out there? there are a lot of tower defenseand stuff like that, but when i’m playing "starcraft"it’s like, this seems like it would makesense on a touchscreen. dan galpin: totally.

well, i think in general, i wantto see games that take advantage of the connectivity. most of these are like 100%connected devices. and i’d love to see rts games,and not only to play against the computer but actually allowyou to play against other players. i think that there’s reallyan opportunity for– ian ni-lewis: yeah, see, i don’tfeel that way because i hate other people.

but touch screen– now, that’s somethingi can get behind. dan galpin: i mean, i think,i would love to see– "starcraft" was a greatsingle-player experience. but as a multi-playergame was where it– ian ni-lewis: yeah,no question. but that doesn’t feellike it’s the core to the phone, right? or are you just saying that ingeneral, we’re not seeing

enough multi-player experiences,even though these things are– dan galpin: yeah, eventhough these things are connected devices. like, i want to see peopledo a lot of really cool multi-player stuff. ian ni-lewis: well, i mean partof the problem is i feel like "starcraft" would have beena completely different experience if clickingon a zerg had cost

me 5/10 of a cent. dan galpin: no, that’s true. that’s true. ian ni-lewis: and when we’retalking about bandwidth caps and stuff like that,it’s really hard– dan galpin: oh, i thoughtyou were talking about in-app purchases. ian ni-lewis: well, that too. that too.

dan galpin: we’re now chargingyou $0.50 every single time you click. that’s kind of genius. ian ni-lewis: oh, you know whatwould be great is if you die three times, then you haveto pay $0.25 to continue. i always wondered why thatmodel didn’t come back. ian ni-lewis: maybebecause it sucked. i don’t know. although it never stoppedme from playing

far too much robotron. ian ni-lewis: but wasn’t itgreat when nickel arcades came into being? dan galpin: mm– ian ni-lewis: did you have anickel arcade near your house? no, we did not unfortunately. we did have arcades thathad major, major token deals, though. so they had days you’d come tothe arcade, and were like, and

now you get quad tokens. and so we’d come out withgiant sacks of tokens. ian ni-lewis: oh,there you go. yeah, totally. no, i had a nickel arcadenear my house when i was growing up. oh, and when i lived insalonica, they had a 10 drachma arcade. yeah, and drachma are worthabout as much as korean won.

dan galpin: i actually rememberwhen i went to prague, actually, i was reallyexcited because the arcade was less expensive becauseof the time. actually, they’re stillnot using euro. ian ni-lewis: in prague,they’re not? dan galpin: no, no. they have joined the eurozonebut they are still using their own currency, as i recall. maybe i’m wrong.

i think so. anyway, so the arcadewas actually relatively cheap there. so at that point, i wasplaying a lot of– ian ni-lewis: you know what ireally miss is that mickey game that came out. and it never hit the statesbecause i think of licensing deals. dan galpin: oh, yeah.

i didn’t play that. i’ve heard of it, though. ian ni-lewis: i remember,actually, i don’t think i got much past the first level. the first level was really funbecause you were on the giant’s table from mickeyand the beanstalk. and you know, you were jumpingon the jello and the cakes and stuff like that. it was really cool.

dan galpin: so let’s see,anything else coming off the live stream? louis: so you guys mentionedandengine. and jim mcleod saidyou guys love it. what do you thinkabout libgdx? dan galpin: i don’t haveexperience with it. ian ni-lewis: we haven’ttried it. so as far as loving andengine,what i like about andengine is that they’ve done a really,really good job of building a

usable 2d, sprite/tile gamingframework on top of the android apis. and i’ve seen a lot of greatgames come out of andengine, so i always kind of smile wheni see another andengine game. also, nicholas really hasdone a great job. and it’s one of the nice thingsthat zynga has actually brought back to the community isthat they’ve contributed a lot of lines of sourcesince he’s been there back into andengine.

so i don’t usually get to saykudos to zynga very often, but kudos to zynga for continuingthat effort. louis: and this is not for ianbecause he hates people, but are you disappointed by thelimited number of games that have multi-player? dan galpin: i would saydefinitely, yes. we’re starting to see more. there’s been moreand more games. and also–

ian ni-lewis: let me justanswer that, even though nobody wanted me to. yes, you’re right, i cannot getenough of racist teenagers who spend all their time gettingbetter than me at all games all the time ever. dan galpin: yeah, no, i wouldsay that there’s different kinds of games too. there are games that work very,very well with anonymous matchmaking.

and anonymous is kind of cool. a lot times there’s no communication between the players. so i don’t even get to findout the way that they feel about gay people, for example. ian ni-lewis: well, it’s true. i mean, i have a weekly"starcraft" match with my buddies. and we play on one teamand we get matched

against some other team. and usually the conversation is,hey, good luck, have fun. and sometimes it’s themtrash-talking, which is always good because you know whensomebody trash-talks in "starcraft" they have todo it over text chat. so obviously their actionspermitted are going down. exactly, when you have the u-rs-o g-a-e, it’s like– ian ni-lewis: i think the mainproblem is that a multi-player game, at least for me,is an appointment.

so when i have an appointment,i have devices that i can be at at a specific timethat are much, much faster than a phone. so i don’t usually look for amulti-player game on the phone because i’m probably goingto sit down at my desktop computer, which is 100times more powerful. but what i do really enjoy isthe idea of being able to do a synchronous multi-playeron the phone. and i don’t think that i wouldbe like this, but i can

totally see a lot of peoplethat would be into the experience of doing a quickenough lan session or dan galpin: well,i love anonymous matchmaking, actually. i think that mobile reallylends to it. i’ve got five minutes here. i have no time tograb friends. and that happened all thetime, even in "world of warcraft." you’d run into abunch of people– hey, we’re

all about to do thissame mission. awesome, can i join you? yes, let’s go to kill the blah-blah and get the blah-blah. and so that kind of stuff, ithink, lends itself very, very well to mobile. an example would be "dungeonhunter 3," actually, has a mode where you say, hey,i’ve got a room. let’s find other people.

let’s go attack this. that works really well, and youdon’t have to find a whole bunch of friends to do it. and you can actually chat. but it’s such a pain to chat onmobile that it leaves the conversation, actually,relatively short. ian ni-lewis: yeah, that’sreally tough. i don’t think that i really gotinto multi-player gaming until voice chat becameubiquitous.

now, theoretically, therewouldn’t be anything stopping somebody from releasing a chatclient that could run in the background and do the stuff. again, i’m always astounded byhow much amazing computing power we can carry in ourpocket, but we’re still carrying it in our pocketand powering it by tiny little batteries. it’s nothing compared tosomething that you plug into the wall.

dan galpin: yeah, it’s true. and i think that we’regoing to get there. but currently, in terms ofmulti-player, i think that there are certainly fantasticsuccess stories in mobile. but most of them have beenasynchronous multi-player. or the other thing that worksreally, really well that i like to see are challenges whereyou actually can play against the ghost of someone. your friend can be like, nyah,nyah, i just got this high

score and et cetera,et cetera. ian ni-lewis: right, becausethat’s really when i’m gaming on my phone is becausei’ve got a little bit of time to grab. and i need the experience thatis going to reward that as opposed to having tocall up my friend. and of course, it’ll say myfriend is online, but of course he’s online becausehe’s got his phone in his pocket.

everybody always does, right? ian ni-lewis: so it’s tough. i mean, there’s definitelychallenges that we didn’t face when we were doing thedesktop stuff. dan galpin: yeah,or on the xbox. you’re on the xbox, most likely,you’re either watching videos– in which case, man,don’t even try to message me– or you’re playing games, inwhich case– well, actually, don’t try to message me mostof the time either.

yeah, that’s pissing me off. can’t you see, man? but at least you’re actively ata console where you usually have a fast internet connectionand you’re in the mood to potentially interactwith humans, although not always. louis: any concerns aboutmulti-player bandwidth? ian ni-lewis: of course. although i would say that thebandwidth issue is much less

of a concern than latency. you can always fix bandwidth. it’s very difficultto fix latency. dan galpin: yeah, i think we’refinally getting into some networks. like, lte has some actuallygreat latency numbers on a non-congested network. and so we’re finally getting tothe point where some of the things that were at one pointeither limited to either lan

connections– it’s kind of funny. my friends who were seriousabout gaming would be like, all right, i can’t have a cablemodem because there’s too much latency. i can’t be on wi-fi because thatadds too much latency to the dsl line, which is theonly thing it provides [? alone ?] of latency so that i have achance of not getting fragged.

and we’re not anywhere near thatin terms of mobile yet. but there are certain kinds oftwitch experiences that are starting to work on an actualcellular network. and i think that’s exciting. lte is really enablingall that. so i think we’ll seemore and more. but it still is tricky. and one of the things is, whenyou’re doing matchmaking, you want to find out, howgood are my pings?

can i get a qualityof service? if the quality of servicefalls below a certain threshold, what does that meanin terms of the game? it does add additionaldesign challenges. ian ni-lewis: yeah, really, ithink, the biggest problem is that your ping time is extremelyunpredictable when you’re own mobile. even if you’re stationary, itcan be very unpredictable because it’s so susceptibleto arp interference.

dan galpin: our wi-fiis actually a perfect test ground. if something works on our wi-fihere, it probably will work on a mobile network ian ni-lewis: that mightactually be true, yeah. but i mean, if you’ve got afemtocell or a wi-fi network, i think that there’s all sortsof things you can do. the nice thing is that thesame games that lend themselves particularly wellto a touch-screen only

interface are the same gamesthat very frequently don’t require incrediblygood latency. so i’m sure there are peoplewho really honestly enjoy playing fpss on mobile, i’m notone of them just because i feel like i have so many betterways to play fpss. and i don’t have a better wayto play, let’s say, "tower defense" or, like i said, rts. and the nice thing about thosegames is that while they’re not fully deterministic, it’sreally, really easy to do

latency hiding in thosesituations. now, one of my favoritemulti-player games, as you all know, is the "big win"series by hot head. and they hide latencybeautifully just by pre-computing everything. but here’s the dirtylittle secret– you’re like, oh, well, yeah,of course it’s all predetermined. but the truth is that mostsports games can do very

similar things. for instance, "nfl fever" and"nhl rivals" from microsoft sports, we would basically startan animation sooner on the originating client and holdit out for more frames. and this is the same thingas the old "warcraft" and "starcraft." if you click on apeon, and he says, ok, i’m going to do my thing. and he is acting lazy, well,that’s not laziness on your peon’s part.

that’s latency compensation. because if you can hold off onactually doing the thing for 5 or 10 frames, which isn’t verylong, then you can completely get rid of ping time problems. and listen, i’ve playeda lot of fps games a lot now on mobile. "shadowgun" was a greatexperience. ian ni-lewis: it alwaysflabbergasts me that you can do that.

dan galpin: except for the onelevel where you have to run backwards, which made mewant to shoot someone. ian ni-lewis: yeah, wasthat when the drill came through the wall? dan galpin: yeah, thedrill’s coming. ian ni-lewis: oh, thatwas terrible. dan galpin: just awful. ian ni-lewis: that was the meatcircus of "shadowgun." dan galpin: it actually was.

and you just got groundup over and over. and i made it through. i actually beat thatlevel twice. ian ni-lewis: that’s right. you had to beat that levelbecause we had to get past it to show it in barcelona,right? dan galpin: yeah, in mobileworld congress. i was like, i’m gonnapass this level. ian ni-lewis: thatwas hilarious.

dan galpin: but yeah, i played"shadowgun," i played "dead trigger," actually i playedthrough "batman– the dark night." i playedthrough a lot of "spider-man." i love "mass effect:infiltrator." did i say that already? ian ni-lewis: ofcourse you did. dan galpin: i played through alot of that. "dead trigger," i did a lot of. there’s been a lotof really, really

great experiences there. and it’s interesting becausethere’s two different models. there’s ones like "mass effect"which really tries to use swiping and to create atotally different interface– and sometimes it justdrives me crazy– and then there are the thingslike "shadowgun," which are basically doing joysticksimulations. and it was funny because iactually don’t know what i like more because i totallyappreciate the crazy stuff

"mass effect: infiltrator"does. but the problem is when you’reactually playing on a tablet, you are just reachingall over the place. you’re going up to the cornerand dragging stuff and doing gestures here and there. and it does get to bea little bit crazy. ian ni-lewis: well, i feel likethat’s a common problem, is that people will design agreat touch interface, but they’ll design it around aparticular form factor.

and that’s not the worldwe live in anymore. and android has lotsof form factors. everybody has at least two. dan galpin: well, my favorite is"n.o.v.a. 3." so "n.o.v.a. 3" actually has a mode, you canactually go and drag the different controls around. except you can’t actually dragthe one that does reload, with is stuck at the topof the screen. so you can have everythingelse right within thumb’s

reach, and then you’regoing, reload. all right, back, back, back. reload. so again, kudos, i love theconcept of having customizable controls, but they kind of allhave to be customizable at that point. and again, "n.o.v.a. 3" is greatfor that kind of game. but definitely, we’re at anera where the hardware can actually do some reallynice fpss.

we’re seeing stuff that rivals,in many ways, actually is better quality than what wesaw on the ps2 and on the original xbox. ian ni-lewis: yeah, you candefinitely get past the xbox 1 and ps2 phase. for me, i didn’t actually getinto fpss until the xbox 360, and i’ll tell you why. part of it was that wasthe first console– and you remember, that cameout before the ps3.

so it was the first consolethat had a unified shader. and it was also the firstconsole that had any real memory, so it drove reallyhigh texel density. and i just found that the blurrystuff is really hard to go back to. dan galpin: and i will say, iplayed a crap-load of "halo" and "halo 2" on theoriginal xbox. and we used to get together forlan parties and we used to have frag-fest.

and that was really fun. in fact, i love just the factthat we had to put everyone together in the same room and wehad everyone walking around carrying these gi-normousxboxes and monitors. super-dorky but kindof awesome. ian ni-lewis: whatever. gi-normous xboxes? try carting aroundyour desktop. dan galpin: well,we did that too.

but i mean, that’s why thexboxes seemed like, oh, this is so easy compared tocarting around– did you see koh actually hasa special xbox backpack? it was custom made. dan galpin: that is because kohis cooler than either of us in that that kindof geeky way. ian ni-lewis: where is she? is she in korea now again? dan galpin: i don’t know.

probably. ian ni-lewis: i lovehow we do that. it was like, hey, we need tohire someone for games, and there’s this person who really,really likes games. and she’s got a lot of contactsin the industry. oh, hey, is she asian? what kind of asian? oh my god, really? korean?

bye. yeah, exactly. no, i don’t think she’sactually in korea now. i think she had another meetingtoday, actually. ian ni-lewis: ofcourse she did. dan galpin: of course she did. anything else on there, louis? louis: there’s lots of questionsaround nomination of games, either to get reviewedhere, but also featuring.

the developer of "greedy monkey"is watching, one of those which is on display. and of course, they want toknow, how do they get to the next step and get behind thefeaturing committee? dan galpin: well, i mean,the truth is, on a tablet like this– i haven’t had extensiveexperience on a phone– but in terms of something like "greedymonkey," you have to look at the quality of the stuffthat’s getting featured

now in terms of just thegraphical integrity that we’re talking about. the bar is pretty high. and the reason is becausethey’re taking this game and they’re putting it in front ofmillions and millions of android users. we’re talking about over amillion activations a day of just new devices, not to mentionall the ones that are sitting out there.

and so the bar hasgotten higher. ian ni-lewis: well, there’sa few things there. i mean, in terms of thebar, the minimum bar– we published it just a fewdays ago on developer– dan galpin: yeah, we have anapp quality checklist. ian ni-lewis: yeah, the appquality checklist, essentially that’s derived from theguidelines that dan and i helped write for gamefeaturing quality. dan galpin: a shout outto our qa team who

did an amazing job. ian ni-lewis: ian armstrongactually put them into words. he is so much more literatethan us when it comes to test plans. dan galpin: and it wasinteresting because what’s great about the qualityguidelines is that you can actually use it asa test plan. so it actually says, here arethe things that we’re trying to test for.

and then it actually says, andhere are a bunch of tests you may use to actually try totest for those things. so first of all, everyone shouldlook at app quality and tablet app quality, especiallyfor games, and try to make sure that it gets there. and so part of it, they’re goingto look at graphics in terms of style, in termsof pixel density. and "greedy monkey," it needs tobe taken to the next level in terms of polish.

ian ni-lewis: well, let’ssee what’s featured now. the other thing that i think isreally important for people to understand is that thefeatured apps have to be at least four stars andlots of downloads. dan galpin: almost always. ian ni-lewis: well, every nowand then, we’ll go looking for diamonds in the rough,for sure. dan galpin: well, ifthere’s velocity. so sometimes what happens issome guy publishes a game

that’s awesome. except that they didn’t test iton anything but one device. and then there’s like,everyone starts giving it one star. ian ni-lewis: so occasionallywe’ll see a game that has what we call a u-shaped distributionfor reviews. so it’ll be like allfives and all ones and nothing in between. and that’s a really good signthat we should feature this

game as soon as they fixor blacklist devices. and that’s very typical. but let’s take a look– dan galpin: i haven’t played"death dome." that looks pretty cool. ian ni-lewis: this doeslook pretty cool. dan galpin: i haven’t playedit yet, but i want to give it one star. wait, what is that review?

ian ni-lewis: oh, that’san awesome review. i totally want– dan galpin: why? because it won’t even open andfinish downloading the data. that’s a good– and there’s not that many onestar reviews on this site. dan galpin: that’sunusual, yeah. ian ni-lewis: most peopleseem to be doing well. but if you look at these things,it used to be that we

were desperate for games. i’m talking about a while ago. dan galpin: three years ago,if the game played and it looked ok– but now, the bar is so high. ian ni-lewis: yeah, like,"pirates of the caribbean," that’s a disney game. you’ve got gameloft, com2us. dan galpin: "nfl pro." "raymanjungle run" is awesome.

"bard’s tale" is epic. ian ni-lewis: the truth isthat the top five or six developers put out moregames than we could possibly feature. dan galpin: again, look at allthe independents here, though. it’s awesome. ian ni-lewis: but we do. so that’s the thing. i guess what i’m trying to sayis, if all we wanted to do was

feature great quality games,there are a huge number that are made by really, reallywell-funded people. we don’t just want to featurewell-funded games or games by the top five developers. we really, really want tofeature some other things. but usually what it takes is avery strong recommendation. sometimes it will be people thatjust made it really big on other platforms. like for instance, "tripletown" was very big on the

original kindle. dan galpin: well, "tripletown" was just an incredibly fun game. ian ni-lewis: plus we’rebuddies with that guy. he’s a really good guy. he used to run xboxlive arcades. dan galpin: but i think with"triple town," it was one of those that actuallygot submitted. so "triple town" went througha process– it got submitted

to a whole bunch of googlerswho were just randomly looking at games. and all of them lost somuch productivity. literally, these people cameback to us and said, you can’t recommend this kind of game tous because we just are missing all of our objectives and keyresults for the quarter because of "triple town." ian ni-lewis: but here’s reallywhat it comes down to– a lot of people say, well,how do i get noticed?

and we did for a whilerun this show as a crowd-sourcing thing. we’ve kind of stoppeddoing that. we’ve kind of stopped thinkingof this as being a conduit into featuring becausewe just weren’t seeing good enough results. it turns out that there’s a lotof really intriguing indie stuff by people who aresuper-low budget. but for the most part, thereally, really good stuff

floats to the top. so for instance, we look atthe android gamer sites. we look at the mobilegamer sites. we talk to developers and say,what are you playing? so i don’t think we’re theones that are going to discover you is really whatit comes down to. dan galpin: there have been acouple of games that have come through here that havebecome featured. and a couple of oneswhere they were–

ian ni-lewis: oh, yeah, yeah. like "gunman clive,"for instance, we all loved that game. we hadn’t seen it before. absolutely. and i think that thatwill still happen. but you have to understand– dan galpin: "word hero"was another one. ian ni-lewis: –that thebar is really high.

dan galpin: "word hero" herecame through here, and we’re like, with some polish,this game has all of the right bones. it’s going to be a great game. and i’ve never seen a developerwork so hard to polish their game and get itready for tablets and get it ready for multiple devicesand get a much better feature graphic. and he did great stuff tomake sure that it was

going to pass our– ian ni-lewis: that’s anotherthing, by the way. look at these featuregraphics. they’re lush. they’re beautiful. dan galpin: i mean,"clouds & sheep." ian ni-lewis: they’rewell made. dan galpin: handygames did abrilliant job with that. you can see, even "wild blood,"which is kind of small

and low contrast, youcan still read it, even on this tablet. and that’s an epic game tooin terms of its content. you will see a lot ofgameloft games. you’ll see a lot of com2usgames, a lot of ea games. there are big studios thatare well funded. so i guess the point is that,i would say, maybe once a month, a game that we see fromour moderator page is good enough to get featured.

so i wouldn’t pin allyour hopes on it. but if you do want to bereviewed on this show, the way to do it is to go to ourmoderator page, which you’ll have to search for because idon’t have the url handy, but the friday review moderator. and just nominate itfor the date that you’re interested in. and if it doesn’t getpicked up that date, nominate it again.

and if people aren’t votingfor it, maybe ask yourself why. dan galpin: i mean, looking atthe five games we have today, in terms of a combination ofgraphical polish, gameplay, all of these differentelements– "greedy spiders," we featuredthe original. we’ll probably feature "greedyspiders 2" as well. ian ni-lewis: it’s as good asit was before or better. dan galpin: yeah, it’s as goodas it was before or better.

ian ni-lewis: but that’sa really polished game. dan galpin: it’s a really,really polished game. ian ni-lewis: and you’ve gotto remember too, we would really, really love to believethat featuring is something that we can just do for gamesbecause they’re awesome, because we really want tosupport indie developers. it’s not. the featuring process isactually for filling our storefront and makinggoogle play a more

attractive place to be. dan galpin: well, we want tomake sure when people download something off the store thatthey’re happy with it. because that’s what getspeople going back. and that’s what makes thefeaturing process work. we want to make sure that whenwe do have a great indie title that comes throughthat we put it up there and it does something. ian ni-lewis: so you know what’sreally awesome, though,

is what they’ve started todo with collections. because if you go in here– dan galpin: in, like,a tabletop games. ian ni-lewis: ok, so tavaresford, who’s a buddy of ours, made this collectionof tabletop games. dan galpin: it doesn’t evensound like a real name when you hear his name. ian ni-lewis: i know, right? dan galpin: it soundslike a car.

ian ni-lewis: ford prefector something. dan galpin: exactly, exactly. he’s actually part of"hitchhiker’s guide." ian ni-lewis: i know. and it’s weird too because oneof the guys that did webgl on chrome is named gregg tavares. and so it’s like, everybodyalways gets it mixed up. but there’s a few things,like, check this out. "neuroshima hex," we learnedabout "neuroshima hex" from, i

think, one of ourold co-workers– was it chris? and we were super-unimpressedat first. but then they did some updates,and it actually started getting fun. dan galpin: yeah, i mean, look,we even have "rage of bahamut" up there. ian ni-lewis: well, "rage ofbahamut," i mean, you gotta toss in a ringer, i guess.

but the point being, though,that i think this is going to turn into a channel formore attention. because for instance, forthe longest time– dan galpin: i was so excitedabout the retro site. ian ni-lewis: yeah, yeah. because remember, for thelongest time, we’d get these great retro games in. and we’re like, ok, but we can’tfeature very many retro games because if people comein and they don’t know the

retro thing and they don’tunderstand, then they’re going to see this and they’re going tothink, oh, i guess android games are all full ofgigantic pixels. and i mean, maybe that wasa reasonable fear. maybe it wasn’t. dan galpin: but if youput it in a retro category, it really helps. and so i think what’s excitingis that we’re actually starting to improve themerchandise and get

more stuff in there. and i think ultimately, what’seven more exciting is you know what, it’s very possible thatlet’s say that a female user comes in here and the averagefemale– not to be completely– is potentially not interestedin "death dome" and "wild blood." that might notbe appealing to their demographic. in fact, what they want to seeis "magic tree" and "rayman"

and "triple town." ian ni-lewis: i think everybodywants to see "magic tree." come on, look at that. dan galpin: i know, i know. it’s true. ian ni-lewis: so cute. dan galpin: so i think that’sthe one thing that’s really– or "clouds & sheep." i love"clouds & sheep." ian ni-lewis: those guys–

we still need to goand visit them. they’re awesome. ian ni-lewis: where arethey at, norway? dan galpin: no, they’rein germany. ian ni-lewis: oh, they’rein germany. dan galpin: yeah,they’re great. ian ni-lewis: oh, i only thinkhe’s norwegian because of his boss hairstyle. dan galpin: well, he lookslike a viking.

ian ni-lewis: doesn’t he? dan galpin: yeah, he does. he does. we’re talking about the ceo. ian ni-lewis: and they havethat game, right? "happy vikings?" god, thatwas a terrible game. dan galpin: it wastheir worst game. ian ni-lewis: i hatedthat game so much. dan galpin: they lovethat game, though.

ian ni-lewis: they really do. but it’s weird because everyone of their other games is actually pretty awesome. dan galpin: yeah, they’rebrilliant. and "clouds & sheep" is– ian ni-lewis: maybe you needto get to level three on "happy vikings" or something. dan galpin: actually, the otherone that they have, just recently, which i dolove– and i’m now

blanking on the name– it’s "townsmen" is theother one you should play from those guys. ian ni-lewis: ok, look at howover time we are, man. we’re so self-indulgent. louis, is there a final questionyou just want to go out with a bang on? louis: i would saythat was it. but if you’re really greedy,you can talk about game

controllers. ian ni-lewis: you know what,game controllers are awesome. at some point we’re going tosupport them, and life is going to be sweet. that’s all we have timefor everybody. thank you very muchfor tuning in. we love you guys. we’re really excited tosee you next week. we will do a little bit ofgameplay, a little bit of

dishing, a little bit of livequestions, and we’re going to drink a lot of beer. dan galpin: dead guyale set us up really well for halloween. ian ni-lewis: i can’t believei only bought 12 ounces of beer to this thing. well, after drinkinga mountain dew– ian ni-lewis: that’slike bringing a banana to a gunfight.

dan galpin: you shot a mountaindew and then you drank a beer. that’s like cancelingeach other out. that’s like not evena start, really. ian ni-lewis: no, for me,that’s saturday morning. dan galpin: oh, ok. that makes sense. ian ni-lewis: anyway, we’regoing to be back next week. don’t forget to catch–

dan galpin: nominatehalloween games. i’m going to change itso that it actually says halloween games. ian ni-lewis: nominatethem and vote. and don’t do that thing whereyou get all your friends to down vote everything. because we’re totallyonto that. the system doesn’twork that way. dan galpin: down vote sucks.

ian ni-lewis: don’tbe that guy. come on. dan galpin: yeah, that guy– ian ni-lewis: get your zombiegames and your pumpkin games. just don’t nominate anythingthat’s like a regular game and then they stuck a witchhat onto somebody. that stuff is lame. it wouldn’t be anythinglike that. ian ni-lewis: no, not at all.

dan galpin: not at all. ian ni-lewis: anyway, wewill see you next week. don’t forget to tune in ontuesday early morning for android design in actionwith roman nurik. on friday morning, 11:30, retomeier and i do the app clinic, which is now moving in a farmore technical direction. we’ll see how long we cankeep that up because now it’s real work. and then we will be drinkingbeer like a mother every

friday until they kick us out. i think actually, they arekicking us out now. ian ni-lewis: let’s get going. see you guys later. dan galpin: cheers. all right, do wehave an outro? outro!

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