Showing posts with label bubble. Show all posts
Showing posts with label bubble. Show all posts

Tuesday, June 30, 2015

Batman Arkham Knight Patch 1.03 Is Live On PS4 and Xbox One, Fixes Leaderboards

Batman Arkham Knight has received a brand new patch on the PS4 and Xbox One that is aimed at fixing the leaderboards for the game. These leaderboards have been broken since launch and Rocksteady Studios promised a quick hot fix for them, which has been finally released on PS4 and Xbox One today.



This new update is less than 100 MB in size and should be out now on both PS4 and Xbox One. As announced by game director Sefton Hill, this new update is for fixing the leaderboards, and it can be confirmed from the changelog of Patch 1.03.

Batman Arkham Knight sales are currently suspended on PC until it is fully fixed. The game launched with a huge list of problems on PC and was quickly pulled from sale until the issues were resolved. Rocksteady Studios are currently hard at work on the PC version of the game.

Batman Arkham Knight is out now on PS4 and Xbox One.

Let us know if  you have updated to the latest version of the game in the comments below.

Monday, June 29, 2015

RARE REPLAY'S 10,000 GAMERSCORE INCLUDES PREVIOUSLY-EARNED XBOX 360 POINTS

When announcing the 30-game compilation Rare Replay onstage during Microsoft's E3 presentation, developer Rare announced up to 10,000 achievement points were up for grabs in the collection.


However, achievement hunters may need to take note of one minor detail before jumping in. Speaking with Rare Gamer, Rare's Jason Thomas clarified that the games in the Rare Replay collection are linked to the Xbox 360 releases of Rare classics, meaning that any points one might have earned in the Rare games previously available on the Xbox 360 cannot be re-earned and are instead counted toward the overall achievement score in Rare Replay.

While those points cannot be earned again for playing the same game, there's still some benefit to having the points on your existing account. According to Thomas, those who previously played the games on 360 will unlock bonus content faster due to already having the achievements from the digital game.

"So the 360 games [in the Rare Replay digital collection] are as they currently are on the 360, nothing added or taken away. The benefit of this is that you get to use your existing achievements to get a head start in unlocking the bonus content within Rare Replay," he said.

This communication between both the games and Xbox systems also means players will already have a head start in many of the games thanks to the ability to import save data.

"Furthermore, your saves carry across too thanks to the wonders of the Cloud – if you saved it up there on 360, it’ll be there on Xbox One. Now some swift maths should then give you a hint as to how much Gamerscore is within the remaining games and it’s fair to say we’ve pushed the boat out on that one and broken normal conventions," he said.

Rare Replay is a compilation of classic Rare games including Banjo-Kazooie, Battletoads, Conker's Bad Fur Day, Perfect Dark, and others. It will be available for the Xbox One on August 4, 2015.

THE BUBBLE BOY - Fun and Addictive Bubble Pop game !





 The Bubble  Boy - The fun Game  for windows app store!!



The Bubble  Boy - Free fun Game  for Google play store!!


The Bubble  Boy - The fun Game  for  iTunes!!




·         The Bubble Boy is an entertaining game for kids and all age groups.
·         Download this free game:
·         Pop the maximum amount of bubbles without losing lives.
·         Soothing visuals and engaging sounds for immersive game play.
·         Choose between two difficulty settings. Easy and Hard.
·         Pop the power up bubbles to earn additional points.
·         Beware of the naughty bubble. If popped you will lose a life.

·         No Ads while playing.

HoloLens Is Awesome, but Microsoft Has a Long Way to Go

HoloLens stole the show at E3. The challenge for Microsoft is to not let it become the next Kinect


Microsoft is continuing to use its HoloLens “mixed reality” headset to steal the show at E3. On Monday, it brought down the house with an onstage Minecraft demo in which one player wore the headset to play the game while another player used a tablet. On Tuesday, it unveiled another demo, this one connecting the HoloLens to Microsoft’s most important gaming franchise, Halo. 

At its booth on the show floor, Microsoft shuttled attendees in batches of 10 into a room that resembled the inside of a spaceship. Each one was outfitted with a HoloLens headset and walked into a briefing room, where a hologram of a battlefield emerged from a table and a computerized voice ran through tactical instructions. The groups then played, on Xboxes, the multiplayer mode of Halo 5: Guardians. The headsets weren't involved in the gameplay itself. 

The Halo demo showed off the advantages and shortcomings of HoloLens. On the plus side, you could walk around with them (something that would be impossible, or at least inadvisable, with an Oculus headset), while the HoloLens gave directions through the hallways of the "spaceship." However, the actual portion of the screen where a hologram can appear is relatively small. Don't expect to see any holograms in your peripheral vision. The width of the image is a major reason why the current generation of virtual-reality headsets is more convincing than its predecessors.

While the HoloLens is making Microsoft look pretty visionary right now, there are plenty of dots yet to be connected. The augmented-reality headset presents a two-pronged challenge. The first one is technical. It’s just not that easy to create a device that makes holograms appear to be actual objects in the physical world. Microsoft is having increasing success with that task, as the Minecraft and Halo demos show. 

But HoloLens will also one day have to be a product that Microsoft sells or otherwise distributes to the public. Pretty much all the questions about how HoloLens becomes a business remain unanswered. The actual Halo game sold to consumers will not have a mixed-reality component. 
A cautionary tale is Kinect, the motion-sensing camera that Microsoft released in 2010. The camera allowed people to play games and otherwise interact with their Xbox consoles using gestures and voice command. It was an immediate hit. But despite an early wave of neat applications, Kinect never really developed into a platform for developers in the way that other successful computing devices have. Microsoft’s vision for Kinect got muddled and the project ended up losing momentum. 

There are a lot of parallels to HoloLens. Even though the gaming applications are at the front of everyone’s mind this week, the device comes from a different division of the company. It is not clear whether Microsoft sees this as a tool for primarily gamers or professionals, or whether it could convincingly develop it to be both things at the same time. Microsoft hasn’t released a software developers kit that would allow people to make independent apps for the HoloLens. The company does say it is working with some partners, but isn’t giving any details.

For now, caution is the word with the device. “We’re trying to be a little bit conservative about HoloLens just because it is a very new platform and we’re still exploring it,” says Shannon Loftis, Microsoft’s general manager for global games publishing. “We obviously don’t want to over-promise. I don’t think we’ll under-deliver.” 

In the last two years, Kinect became a liability for Microsoft. It bundled the camera with the Xbox One, which made it more expensive than the PlayStation 4. After initial sales lagged, Microsoft finally began gaining ground by letting people buy the Xbox One without Kinect. While the company is stepping carefully to bring HoloLens into the Xbox fold, it has all but pushed Kinect out the door. Not once during the company’s 90-minute presentation on Monday was it mentioned. 

Sunday, June 28, 2015

Why Big Game Publishers Aren't Into Virtual Reality (Yet)

  The breathless enthusiasm over virtual reality hasn’t extended to one key corner of the video game industry: the companies that make the most popular games. At this week’s E3 conference, representatives from Electronic Arts, Activision Blizzard, and Take-Two all said they were taking a wait-and-see approach to virtual reality. None are planning on having games ready for next year, when Oculus and Morpheus headsets will go on sale for the first time.  


"We haven't seen the commercial release of the hardware. We haven't seen commercial release of any software,” says Strauss Zelnick, chief executive officer of Take-Two, makers of Grand Theft Auto. "We're intrigued. We're doing a lot of homework. We haven't made any announcements yet. I think it remains to be seen what that format is."

Laura Miele, senior vice president for publishing at Electronic Arts, says that the company’s past experiences chasing every trend in gaming has left it circumspect about losing focus.  “We talk as much about what we’re not doing as what we are going to do. That’s a significant shift for the company,” she says. 

While EA does have some early prototypes of virtual reality content, Miele thinks it will be years before the company sells games for headsets. “We’ll not miss an opportunity, but we’re not porting all of our games or having a huge rush to be in VR right now,” she says. 

In large part, the reluctance stems from uncertainty as to whether there’s real money to be made in virtual reality yet, says Joseph Evans, an analyst who covers gaming for Enders Analysis. Compared to console games, there won’t be much in sales at first. “I’d do the same in their position,” says Evans. "For all the buzz, we just don’t know the level of consumer demand, and I see no reason they couldn’t get up to speed very quickly once the market is there.” 

Because no one yet knows what makes a good virtual reality game, publishers who excel at making expansive experiences for consoles won’t necessarily have an advantage over smaller shops experimenting with new types of games. The most successful smartphone games have generally come from companies that emerged specifically to focus on mobile, rather than from well-known publishers making games for other devices. 

Some publishers that concentrate primarily on consoles are showing more interest in virtual reality. Ubisoft, for instance, showed at this year’s conference a number of prototypes it has been working on. But most of the action in virtual reality seems set to come from the hardware companies themselves, as well as from smaller developers willing to take risks. Oculus recently announced that it would invest $10 million to help independent developers create software for its headsets. Shuhei Yoshida, president of Sony’s World Studios, says that virtual reality games will be cheaper to make at first than console games, because the early games won't be nearly as big as titles like Call of Duty or Halo. 

This could make it harder to sell headsets at first. Despite all the advances in technology, the thing that really sparks sales of gaming hardware is excitement over new versions of the most popular games. It seems that Oculus and Morpheus will launch with few such titles available. Yoshida says he expects to eventually see versions of popular console games for virtual reality. He also argues that they’re not needed to draw people to the technology: New game formats and such things as travel experiences will prove just as tempting to potential users.
“These things will appeal to many different kinds of audiences,” he says. “The potential is much broader than the current console games.” 

THE BUBBLE BOY - Fun and Addictive Bubble Pop game !



The Bubble  Boy - The fun Game  for windows app store!!



The Bubble  Boy - Free fun Game  for Google play store!!


The Bubble  Boy - The fun Game  for  iTunes!!


 ·         
The Bubble Boy is an entertaining game for kids and all age groups.

  • ·         Download this free game:

  • ·         Pop the maximum amount of bubbles without losing lives.

  • ·         Soothing visuals and engaging sounds for immersive game play.

  • ·         Choose between two difficulty settings. Easy and Hard.

  • ·         Pop the power up bubbles to earn additional points.

  • ·         Beware of the naughty bubble. If popped you will lose a life.

  • ·         No Ads while playing.

Friday, June 26, 2015

New Details on Mega Man Creator's Xbox One Exclusive ReCore

New details have emerged online regarding ReCore, the new game from Mega Man, Onimusha, and Dead Rising creator Keiji Inafune, which was one of the big surprises during Microsoft's E3 press conference.

Beyond the reveal trailer, little is known about the game. As revealed in GameSpot's stage interview with Keiji Inafune, ReCore has been in development for 14 months, so it is still in the early stages.

A new video interview published by Xbox, however, has provided some insight into the characters at the heart of the story, and the world which it is set in.


Armature Studio's game director, Mark Pacini (whose studio is working with Inafune), reveals the main character of ReCore is called Jewel, while the robot companion--who starts off as a dog--is called Mack.

The two have a special relationship as Mack finds Jewel at the start of the game, and is part of a faction trying to help you bring back humanity to the planet. A separate faction of robots, meanwhile, is trying to stop Jewel and Mack from making this happen.

"One of the big features of this game is that the scenery completely changes after a sandstorm," Inafune adds. "[This] actually affects the maps in the gameplay."

Continuing, Inafune reveals that ReCore takes place in a world populated by very few humans, which means Jewel has mostly been by herself throughout her life, with the exception of her robot companion.

"As you continue on this adventure you are going to meet other companions, as well as enemies. The game's main theme focuses on how she is going to survive in this world," adds Pacini.

He continues: "The relationship between the friendly robots in the game and the enemy robots in the game, they get more volatile and deadlier as you go underground and find these areas. That's where all the good stuff is, and that's what you're trying to explore."

Central to ReCore is the ability to remove Mack's core and transfer his consciousness to another robot.

Inafune explains: "During the fight with the robots [in the trailer] Mack was defeated, but his core remained. Mack's consciousness still remains in the core and by implanting the core into another robot ... Mack will live on in another form.

"This is a very epic story full of mystery and adventure. As I said, robots play a very important role in this adventure, and there will be many more robots that will lead to a rich experience. There will also be many other companion robots you can partner with, and each of the different robots will lead to unique adventures."

For more on ReCore, watch GameSpot's E3 interview with Keiji Inafune.

ET deals: Xbox One Master Chief bundle for $349 with a free bonus game

Finally ready to jump into this console generation? Well, there’s never been a better time than right now. The 500GB Xbox One Master Chief Collection bundle is only $349, and you can get a copy of Batman: Arkham Knight for free. This deal won’t last long, though, so get your order in.


If you’re interested in snagging an Xbox one, but Batman isn’t to your taste, you have other options as well. For example, you can get the same Xbox One Master Chief bundle for $349, but swap out your free game for The Witcher 3: Wild Hunt. Looking for a little multiplayer excitement? You could get your bundle with Elder Scrolls Online instead.

Regardless of which free game you choose, you’re bound to enjoy yourself with the Xbox One. While the initial launch was pretty rocky, Microsoft has done a superb job righting the ship. And earlier this month, Microsoft announced that select Xbox 360 games (both digital and disc) will be compatible with the Xbox One later this year, so you’ll be able to play your favorite last-gen games as well at no additional cost.

Normally, the Xbox One retails for $349, Halo: The Master Chief Collection retails for $59.99, and Batman: Arkham Knight retails for $59.99. For a limited time, you can get all three for just $349 (plus any applicable taxes). Better yet, shipping is free, so you’ll save even more when you take advantage of this deal.

Check out these other deals for your new Xbox One:

Xbox One Elite wireless controller for $149.99
Xbox Live Gold one-year subscription for $32.99
Our commerce group sources the best deals and products for the ET Deals posts. We operate independently of Editorial and Advertising and may earn a percentage of the sale, if you buy something via a link on the post. If you are interested in promoting your deals, please contact us at commerce@ziffdavis.com.

Thursday, June 25, 2015

Xbox One backwards compatible Rare titles include DLC for free

Hot Kameo skins for everyone



If you're in the Xbox One Preview Program to test the latest dashboard updates for Xbox One and have any of the Xbox 360 titles developed by Rare on the backwards compatability list, you're in luck. Looks like all the in-game DLC for last-gen Rare titles is included automatically with the games' install, free of charge. 

I've personally verified that Kameo includes all the costume DLCs while others have reported that Viva Piñata includes all the accessory packs for piñatas so you can make them look hella fresh. The map packs for Perfect Dark Zero are as of yet unconfirmed as I don't have a copy and seemingly the entire Internet doesn't either. 

Other non-Rare titles do not have the DLC yet such as Mass Effect and Defense Grid. I've sent an email to Rare to see if this is intended and will update given a response. Including all the DLC would makes sense as Rare Replay will include all game-centric DLC from previous titles as well.

THE BUBBLE BOY -






The Bubble  Boy - Free fun Game  for Google play store!!


The Bubble  Boy - The fun Game  for windows app store!!
https://www.windowsphone.com/en-au/store/app/the-bubble-boy/919c53e2-92c5-4734-8092-5990382dc000

The Bubble  Boy - The fun Game  for  iTunes!!

  • ·         The Bubble Boy is an entertaining game for kids and all age groups.
  • ·         Download this free game:
  • ·         Pop the maximum amount of bubbles without losing lives.
  • ·         Soothing visuals and engaging sounds for immersive game play.
  • ·         Choose between two difficulty settings. Easy and Hard.
  • ·         Pop the power up bubbles to earn additional points.
  • ·         Beware of the naughty bubble. If popped you will lose a life.
  • ·         No Ads while playing.





Apple’s Co-founder: We’re All Going to Be Robots’ Pets One Day

Tesla’s CEO Elon Musk agrees

Apple co-founder Steve Wozniak thinks we’re all probably going to become robots’ pets.


Speaking at a recent technology conference, Wozniak said that at first the thought of artificially intelligent beings in charge of everything scared him. But now it’s a comforting thought.

Fast forward hundreds of years to when robots are in charge. At that time, humans will probably be treated in a similar fashion to dogs, Wozniak said during an event at the Freescale Technology Forum 2015 in Austin, Texas.

“It’s actually going to turn out really good for humans,” he added. “And it will be hundreds of years down the stream before [artificially intelligent beings would] even have the ability.”

“They’ll be so smart by then that they’ll know they have to keep nature, and humans are part of nature,” he continued. “So I got over my fear that we’d be replaced by computers.”

Wozniak believes robots will helps us because we’re the “gods originally.”

At the event, Wozniak also took the time to discuss the Internet of Things. He likes it, but cautioned that connected devices in the home have the potential to attack humanity.

Wozniak isn’t the only tech leader with thoughts on future human and robot interaction. In a recent interview with scientist Neil deGrasse Tyson, Tesla’s CEO Elon Musk warned that robots will use humans as pets once they achieve a level of artificial intelligence known as “superintelligence.”

They’ll treat humans like “pet Labradors,” he said.


Faster computers, coming soon, as graphics chip answers the call to action

This year, a new way to handle graphics chips will speed up everything on your computer -- from Photoshop to a first-person shooter.


That's because a more efficient way for software to control chip hardware will lift graphics performance, empower the graphics chip with new abilities and free a computer's main processor up to deal with other tasks. The rebuilt graphics foundation will arrive on Macs and Windows machines later this year, and you can expect games developers and others to seize the advantage as soon as they can.

"The performance opportunities are huge," said Linley Group analyst David Kanter of the acceleration technology.

You might have already heard of Apple's version of the technology, called Metal, which arrived on iPhones and iPads in 2014, and will arrive on Macs later this year with the OS X 10.11 El Capitan operating system. Apple is not alone. Microsoft's equivalent, DirectX 12, will arrive with Windows 10 on July 29. And an organization called the Khronos Group that creates standards for a broad range of operating systems will release its Vulkan competitor this year.

Performance increases once were taken for granted as Intel and other chipmakers introduced faster products every few months. But about a decade ago, problems with excessive power consumption capped speed improvements on chips. Since then, programmers have had to work harder to deliver new features and abilities. Unlocking new graphics-chip power is the next step that helps gamers, designers, and just about anyone else using a computer.

No wonder companies like Adobe Systems are eager about the new interfaces that let programmers tap into the graphics-chip power.

"We plan to support Metal this year," said Scott Morris, senior marketing director of Creative Cloud for Adobe. And David McGavran, senior engineering manager for Adobe's professional video products, said in a presentation at Apple's Worldwide Developer Conference that Adobe will use Metal in the Photoshop image-editing program, the Illustrator program for vector graphics, and the Premiere Pro and After Effects programs for video editing.

Where does the speedup come from?

So how does this speed boost work? Two main chips do the bulk of the work inside a computer: the central processing unit (CPU), which is the brains of the operation, and the graphic processing unit (GPU), which performs an increasingly important supporting role drawing text, shapes and shadows on screen. Modern chip architects often combine these two jobs into a single unified design, but whether separate or unified, the graphics processor understands a different sort of programming instructions than the central processor.

The tricky thing for a programmer is writing those instructions -- especially because they differ according to when a graphics chip was made and which company made it. That's where programming interfaces like Metal, DirectX and Vulkan come into the picture. They offer a stable way to tap into the graphics chip's power for things like a better gaming experience.

"Developers will be able to create bigger maps, improved performance and graphics, and bigger multiplayer environments stretching across devices," Microsoft said, touting DirectX 12's help with gaming on Windows and Xbox.

These sorts of graphics interfaces have been around for decades. But the new ones expose deeper hardware access than earlier versions of Microsoft's DirectX and Khronos Group's competing OpenGL. The new approach gives programmers more direct control over the graphics chip -- and as an added bonus, frees a computer's CPU from a lot of work managing its GPU companion.

It's like the difference between planning an exact route on a map compared to telling Google Maps your starting point and end point. Google Maps is easier to use, but you can get the top speed by hand-crafting an optimum route.

Programmers can use the new horsepower to add more abilities to their code, or to lower the energy consumption of existing code so batteries last longer.

But, as we learned from "Spider-Man" in 2002, with great power comes great responsibility. The new version of DirectX, for instance, loses many of the safeguards that eliminated crashes and weird bugs. "Those are all gone now with DirectX 12, so developers must be much more careful about their code," Kanter said.

There are other perks with the new interfaces. One is that the same interface spans mobile devices, unlike earlier-generation designs. Another is that they handle not just graphics work but also computing work that can be done on the graphics chip. That can be anything from recognizing faces in video to simulating the physics of a video game car crash.

New complications

The new graphics chip control technology, called an application programming interface (API), let programmers squeeze as much power as possible from computer hardware, but there are complications.

One problem is that these three interfaces -- Vulkan, DirectX and Metal -- do essentially the same thing. Yet programmers have to pick which ones to use and where. Vulkan might span everything from PCs and smartphones to virtual reality headsets and gaming consoles, but DirectX and might work better on Windows and Metal for OS X, for example.

The more graphics interfaces programmers want to support, the more work they have to do. Programmers already had to deal with two or three in the past, but Metal adds another option to the mix, and Google could add still another for its Android operating system too.
Many programmers are shielded from the complexity dealing with multiple graphics interfaces by relying on game engines like Epic Games' Unreal Engine and Unity Technologies' Unity. The companies behind those gaming foundations handle the hard work of plugging into the lower-level foundations, offering a simpler framework for many programmers.

Khronos Group, for its part, says that despite the complications, it has wide support.

"There will be higher-level libraries and engines...that will run across different low-level APIs," said Neil Trevett, president of the Khronos Group and a vice president at graphics chipmaker Nvidia. "Practically every GPU [graphics processing unit] vendor and games engine vendor is participating in the Vulkan working group with wide commitment to support the API."

Adobe is one of the companies that must decide which of the multiple new graphics interfaces to support. It hasn't yet declared how it'll give Windows machines a boost comparable to what Metal offers on Macs. "We're of course looking into DirectX 12 but have not announced any definitive plans," spokeswoman Vanessa Rios said.

Google, too?

It's not yet clear whether Google will add yet another graphics interface of its own. Kanter, of the Linley Group, said the company did plan to.

That possibility didn't sit well with one prominent programmer, John Carmack. He's the creator of seminal and successful games like Doom and Quake and now the chief technology officer of Oculus, Facebook's virtual reality headset project.

"Hey Google, could you pretty please not develop another brand new low-level graphics API?" Carmack requested in a March tweet. "Vulkan should suffice," he added.

More disgruntlement came from hardware companies like chipmakers. They must invest a lot of resources writing the "driver" software that opens the interface to programmers.

Google declined to comment. But Google has rethought its position after industry push back, and it's likely to use Vulkan, according to two people familiar with the company's thinking.

Adobe: sign us up

Adobe is sold. McGavran demonstrated Metal-enhanced Illustrator and After Effects at Apple's WWDC event.

For After Effects, Adobe built Metal-based filters for overlaying text on video, adding a ripple effect and simulating the flares of light that appear when a camera points at the sun. Without Metal, adding these three effects to a video dragged playback down to about 3 frames per second. With Metal, it ran at the full 24 frames per second of video. Not only is there an eightfold performance boost, but CPU usage is lighter, he said.

Illustrator got fast enough with Metal that it no longer pauses to redraw everything on screen when zooming in, McGavran said. The performance was high enough that "we were able to demonstrate a brand-new feature, continuous zoom," he said.

In other words, Metal and its competitors unlock previously inaccessible computer performance. That kind of advantage can mean all the difference when it's time to get customers to open their wallets.

"This drastically changes how artists can work with our products," McGavran said.

Mobile gaming market is ripe for independent studios and developers to capture share

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As with most industries, a high concentration of revenue among a small group of companies indicates a monopoly-driven environment with difficult prospects for new entrants. While revenue consolidation in the global mobile gaming industry was high in Q4 2013, it dropped by 40% through Q1 2015, according to App Annie's new App DNA report (see screenshot, below).

Not only are mobile gaming revenues distributing more evenly, but so are downloads; in tandem, these point to improved monetization and marketing opportunities for small and mid-sized game development studios and independent developers.

Of course, this balancing varies by market:

Both mobile gaming download and revenue concentration dropped in western markets, like the US and the UK, in Q1 2014 year-over-year (YoY).

In South Korea, revenue concentration grew despite an evening download distribution, which highlights some difficulty for smaller app developers to monetize their products.
The opposite held true in China (based on iOS stats only), where mobile gaming downloads saw heavier concentration YoY but more evenly distributed revenues.

This global balancing may not persist as the volatile app market continues to change.
There's a long-standing tendency for mobile trends that catch on in Asian markets, like China and South Korea, to see delayed traction in Western markets, like the US and the UK.

We're starting to see this trend hold true with apps becoming gaming platforms, which drives consolidation in terms of downloads and revenue.

Asian companies like China's Tencent, which owns popular mobile messaging app WeChat, and Japan's LINE have been building out platforms over the past few quarters and have looked to games to monetize their users.

The US is starting to see some of the same, particularly with Facebook Messenger's recent addition of mobile gaming. If the west follows this eastern mobile trend, it's possible for mobile gaming revenue and downloads to see more consolidation.


Wednesday, June 24, 2015

THE BUBBLE BOY- Fun and Addictive Bubble Pop Game !





  
The Bubble  Boy - The fun Game  for windows app store!!

The Bubble  Boy - Free fun Game  for Google play store!!


The Bubble  Boy - The fun Game  for  iTunes!!


·         The Bubble Boy is an entertaining game for kids and all age groups.
  • ·    Pop the maximum amount of bubbles without losing lives.

  • ·         Soothing visuals and engaging sounds for immersive game play.

  • ·         Choose between two difficulty settings. Easy and Hard.

  • ·         Pop the power up bubbles to earn additional points.

  • ·         Beware of the naughty bubble. If popped you will lose a life.

  • ·         No Ads while playing.

Thursday, June 18, 2015

Nintendo at E3 2015: ‘Star Fox’ Returns but Silence on Wii U ‘Zelda’ and NX

Nintendo is in a time of transition, Reggie Fils-Aime, Nintendo of America’s president, said Tuesday in the company’s Digital Event video released for the annual Electronic Entertainment Expo. Nintendo is making a push into mobile gaming and it’s working on its next console, the NX, but details of those two efforts won’t come this year, Fils-Aime said. They’ll come in 2016.


This year, Nintendo is using E3 to focus on the games it has for its two current platforms: the Wii U console and the 3DS hand-held. The big star of the video, which Nintendo released online instead of an arena-filled live event like Microsoft and Sony held yesterday, is “Star Fox Zero,” the new Wii U space shooter.

Star Fox Zero marks the return of the franchise, which hasn’t been seen on a home console since 2005’s “Star Fox: Assault,” on the Nintendo GameCube. The game creatively uses the Wii U’s tablet-like GamePad controller’s built in 6.2-inch touchscreen to display a cockpit view of the fighter-pilot action that the game centers around. A more traditional third-person view is shown on screen, and Nintendo expects gamers to switch their gaze between their TVs and the GamePad while playing the new title.

Shigeru Miyamoto, Nintendo’s famous game designer, concocted the dual-screen gameplay. The company is collaborating with Japan’s Platinum Games to finish Star Fox Zero, which should be in stores this holiday season. Playable demos are available at the E3 expo in Los Angeles this week.

The game is graphically impressive, filled with starscapes and planetary scenes of mountains, ancient ruins and oceans. But, while the game looks good for a Wii U title, it falls short of the visual breakthroughs happening on rival consoles such as Microsoft’s Xbox One and Sony’s PlayStation 4.




In a press event Sunday, Miyamoto said that the point of Star Fox Zero is the gameplay and the visual style of the game, which is somewhat cartoony. It was made that way with a purpose. “A lot of games nowadays look so realistic that they all look the same,” Miyamoto said.

The famed designer is right–many casual gamers might have trouble telling the difference between a “Call of Duty” and “Battlefield” game. But Nintendo’s strategy also reflects that the Wii U has far less graphical horsepower than rival home consoles.

You’re the Game Designer in Mario Maker

The Wii U is also set to get another title centered on one of Nintendo’s longest-running and most successful characters: Mario. To mark the 30th anniversary of the Super Mario Bros. series, Miyamoto and other developers at Nintendo created a title called Mario Maker, set for release Sept. 11. In Mario Maker, players can design their own slide-scrolling levels in the visual style of both old-school 8-bit consoles and modern Wii U graphics.



The company showed an especially difficult level created at its Nintendo World Championships e-sports competition, which was hosted Sunday at Los Angeles’s Microsoft Theater  as a part of E3. Miyamoto said he had another reason for creating Mario Maker: “I still just love making games, it’s my favorite thing,” he said. He wanted “to let other people enjoy the experience of making games themselves.”

Some Best Buy stores in the U.S. will let gamers demo Mario Maker for themselves this week. Other Mario titles are on the way as well, including Mario Tennis Ultra Smash, which will hit the Wii U later this year. Nintendo is also launching a website called LetsSuperMario.com, where people can upload their own Mario-themed videos to celebrate the game’s 30 years.

Also Missing: Zelda on Wii U

Nintendo, meanwhile, has plans for its hit line of amiibo “toys-to-life” figurines. They will work with Mario Maker, so that characters like Zelda and the Wii Fit Trainer can appear in the game with the tap of a figurine on the GamePad controller. The new “Skylanders Superchargers” Wii U game also will work with special Bowser and Donkey Kong amiibo. And the coming “Yoshi’s Wooly World,” a beautiful platform adventure game in which the dinosaur runs through a world made of digital yarn and cloth, will have plush amiibos when it goes on sale this October.

The 3DS portable console got some love at E3 as well. Nintendo has a new “Hyrule Warriors Legends” adventure game coming early next year for the hand-held, and “Metroid Prime Federation Force” is a four-player shooting game that lets friends play online. There’s also a “Legend of Zelda” game coming this fall called “Zelda Triforce Heroes,” which lets players solve puzzles and traverse through dungeons with other players online.

One thing Nintendo disappointingly made no mention: the new Zelda title for the Wii U, which it showed a brief trailer of last year at the big show. The unnamed game is still under development, but it’s a no-show so far this year.


THE BUBBLE GIRL



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