Finally, there’s a Mario game on smartphones. As promised, Nintendo has released Super Mario Run today, giving iPhone and iPad users a new way to run, leap and spin through the Mushroom Kingdom. It’s an auto-runner, meaning the portly plumber will jog, hop and vault over obstacles automatically. You tap the screen to jump, leaping across gaps and goombas to collect colorful coins. It sounds simple, but there’s a surprising amount of complexity to the platforming. Like Rayman Jungle Run, timing is essential to unlock contextual moves, such as rolls and wall jumps.
The game has a one-time fee of $ 9.99. Nintendo is keen to avoid the free-to-play mechanics that plague so many smartphone games, focusing instead on quality and traditional replayability. The levels are challenging enough, tasking players to collect coins of increasing difficulty. With plenty of stages and worlds to explore, they should keep you preoccupied for hours. There’s also Kingdom Builder, a basic village design mini-game, and Toad Rally, an aysnchronous multiplayer mode that emphasises style over brute-force level completion. The three modes feed into one another too, unlocking one-time “rally tickets,” enemy score multipliers and more.
It’s not all rosy, however. Nintendo has been criticised for demanding an always active internet connection. (The company says it’s to stop piracy.) If you’re the type of person that likes to game on their morning commute, or has to ration a modest data cap each month, this could be a deal-breaker. Regardless, it’s a landmark moment for the company and it’s beloved mustachioed mascot. Miitomo was an interesting experiment, sure, but it pales in comparison to the potential of Super Mario Run. This is a true platformer, albeit one with limited controls, that could make a ton of money and improve Nintendo’s standing in the public conscience.
A Florida man arrested for third-degree voyeurism using his iPhone 5 initially gave police verbal consent to search the smartphone, but later rescinded permission before divulging his 4-digit passcode. Even with a warrant, they couldn’t access the phone without the combination. A trial judge denied the state’s motion to force the man to give up the code, considering it equal to compelling him to testify against himself, which would violate the Fifth Amendment. But the Florida Court of Appeals’ Second District reversed that decision today, deciding that the passcode is not related to criminal photos or videos that may or may not exist on his iPhone.
Obviously, this has implications for Constitutional protections of a civilian’s data contained behind a smartphone’s multi-digit passcode. Previously, a 2014 decision by the Virginia Beach Circuit Court found that individuals can’t be compelled to give up their phone’s code, but they could be forced to unlock it with a fingerprint, should that option be available.
The distinction? A passcode requires a person to divulge actual knowledge, while a fingerprint is considered physical evidence, like a handwriting sample or DNA. This interpretation sources back to the Supreme Court’s 1988 Doe v. U.S. decision, in which it ruled that a person may be compelled to give up a key to a strongbox, say, but not a combination to a wall safe.
The three-judge Appeals Court panel in Florida disagreed with this distinction. They also found the comparison out of step with the current state of technology, such that providing the passcode would not be as similarly self-incriminating as directly giving the authorities evidential documents. Further, the police were beyond probable cause of searching suspect Aaron Stahl’s code-locked phone, as Judge Anthony Black wrote for his fellows in the court’s decision:
“Moreover, although the passcode would allow the State access to the phone, and therefore to a source of potential evidence, the State has a warrant to search the phone—the source of evidence had already been uncovered … Providing the passcode does not “betray any knowledge [Stahl] may have about the circumstances of the offenses” for which he is charged.”
Black clarified what kind of foreknowledge authorities would need to possess to compel someone to divulge their phone’s passcode:
“In order for the foregone conclusion doctrine to apply, the State must show with reasonable particularity that, at the time it sought the act of production, it already knew the evidence sought existed, the evidence was in the possession of the accused, and the evidence was authentic … Although the State need not have “perfect knowledge” of the requested evidence, it “must know, and not merely infer,” that the evidence exists, is under the control of defendant, and is authentic.”
The holidays are usually pretty tough on your wallet and there’s enough distraction that bills may go unpaid past their due date. Smart money and account management apps like Intuit’s Mint are essential tools in keeping you on budget and paid up on time. Mint has recently added bill management to its long list features, aggregating them so you can make payments quickly, while keeping an eye on available cash. The free app also provides bill reminders, money management tips, free credit score reports and helps you craft a budget that will work for you. This week, Mint has provided us with an Apple iPhone 7 for one lucky reader, so they can keep track of their cash flow in style during the holiday season and beyond. All you need to do is head to the Rafflecopter widget below for up to three chances at winning!
a Rafflecopter giveaway
Entries are handled through the Rafflecopter widget above. Comments are no longer accepted as valid methods of entry. You may enter without any obligation to social media accounts, though we may offer them as opportunities for extra entries. Your email address is required so we can get in touch with you if you win, but it will not be given to third parties.
Contest is open to all residents of the 50 States, the District of Columbia, and Canada (excluding Quebec), 18 or older! Sorry, we don’t make this rule (we hate excluding anyone), so direct your anger at our lawyers and contest laws if you have to be mad.
Winners will be chosen randomly. One (1) winner will receive one (1) Apple iPhone 7 (MN8Q2LL/A, jet black, 128GB).
If you are chosen, you will be notified by email. Winners must respond within three days of being contacted. If you do not respond within that period, another winner will be chosen. Make sure that the account you use to enter the contest includes your real name and a contact email. We do not track any of this information for marketing or third-party purposes.
This unit is purely for promotional giveaway. Engadget and AOL are not held liable to honor warranties, exchanges or customer service.
The full list of rules, in all its legalese glory, can be found here.
Entries can be submitted until Dec. 14th at 11:59PM ET. Good luck!
Apple announced the AirPods during September’s “See You” event with a scheduled launch at the end of October. But late that month, the company delayed shipments without setting a release date in the future. Well, the tech titan’s wireless headphones still haven’t come out and it’s unclear when they’ll finally be ready for the public. For a company that places enormous emphasis on the pageantry of dramatically unveiling and releasing its products to a ravenous public, this is an unusual and humbling letdown.
It’s the first product postponement since the white iPhone 4 back in 2010, which Apple claims was delayed due to manufacturing challenges. But the company has kept mum about why they’re withholding the AirPods from store shelves. It’s likely caused by their added complexity, a source familiar with their development told The Wall Street Journal. Unlike normal wireless headphones, which receive signal over Bluetooth in only one earpiece, both AirPod pieces do. That means Apple’s product must reconcile any delays and sync audio between them, while also addressing what happens if one of the pair’s battery dies or is lost.
Apple’s silence is tough luck for folks hoping to snag a pair for a Christmas gift. But as we noted when the AirPods were first delayed, their iPhone 7-interfacing W1 chip is present in two models of Beats headphones, the Solo3 and Powerbeats 3. Otherwise, Apple’s loss is their competitors’ gain: Wireless headphones finally outsold wired in the first half of 2016. Technically, people are still buying more pairs of wired ones, but Bluetooth headphones’ high prices mean the money has finally tipped into that camp. Just how much Apple lost out by failing to make its $ 160-per-unit AirPods available this holiday season is anyone’s guess.
There’s something more than a little magical about seeing the world in front of you being devastated by dragons or augmented with arrows pointing you to your next meeting. Alas, while mixing realities like that with our smartphones is already possible, the tech still is a long way off from reaching its potential — just look at early, disappointing efforts like Lenovo’s enormous Tango phone. Luckily, startups are chasing the mixed reality dream too, including one — Occipital — that has a solid track record of solving the tricky problems that pop up when blurring boundaries between worlds. That’s why the team’s new mixed reality, the Bridge, seems so impressive right out of the gate.
Oh, and another thing: it’s specifically for iPhones. For years now, most mobile virtual reality fun has been confined to Android, with cheap Gear VRs and Daydream Views making it easy to see what all the hype was about. While some VR games and apps exist for iPhones, Apple hardware historically hasn’t gotten the same kind of developer love as Android has. To Occipital, that smelled like an opportunity. The Bridge will go one sale to the masses for $ 399 starting in March, but developers and the adventurous can snag their Explorer Editions as soon as next week. To understand what you’ll actually get for your money, we’ll have to rewind a bit.
Three years ago, the company released the Structure sensor, a fascinating bit of depth-sensing tech that was originally meant to bring augmented reality experiences to the iPad. Mixed reality still seemed like a hard sell back then, but there no denying the sensor’s ability to measure the world around it was the real deal. To hear Occipital marketing chief Adam Rodnitzky tell it, the sensor eventually started being used by real estate agents, interior decorators and doctors, and after three years, the Structure was still excellent at its job.
So, with headsets being hawked alongside smartphones all over the place, Occipital decided to make their own — they took a Structure sensor, slapped a five-element wide-angle lens in front of it, and built a sturdy, balanced frame around it. Turning an existing product like the Structure into headset might seem like opportunism at its finest, but the end result has so much potential it almost doesn’t matter.
I played with one of the Explorer Editions recently, and it was more impressive — and elaborate — than I expected. You can pop an iPhone 6 (or newer, but no SEs) into the frame and a magnetically latched door keeps it in place. From there, you place the Bridge on your head as you would a crown, and use a dial in the back to tighten it. Yes, it sounds like a sort of torture device, but the system actually works like a charm. The only real problem I came across was that the lenses sit closer to your eyes than in most other mobile VR headsets — that meant they pushed right up against my glasses most of the time. It could’ve been worse, but Rodnitzky assured me future models wouldn’t smash my frames so noticeably.
Actually using Bridge was a much smoother experience. Occipital doesn’t have any launch titles planned for the Bridge’s debut, but it does come with a demo app that stars at adorable robot pet of sorts named Bridget. With the help of a Wiimote-like Bluetooth controller, I spent a good ten minutes tossing a virtual ball around the office and watching Bridget loop around coffee tables to retrieve it. Her understanding of the world around her was fueled by a depth-scanning session that only lasted a few seconds — once that was done, I had a mapped out a corner of our office with a level of precision that Lenovo’s Phab 2 Pro wasn’t able to match.
That might not be the fairest comparison to make, though: for now, the Structure sensor’s software is only tuned to capture spaces of about 10 ft. by 10 ft., while Tango software usually tries to record whole swaths of a room at once. Structure’s scope might be more limited, but it does a much better job within those constraints.
After dropping that ball one time too many, Bridget was tired and needed to charge. The answer? To grab her power cord and connect it to something that lit up, like a lamp. This is what I so sorely missed when I played with Tango — I wanted to badly for someone standing next to a virtual dinosaur to be able to interact with it or to pluck a virtual domino off the ground. This was a pretty basic example, but the sort of object recognition the Structure can pull off was unexpectedly good for a headset.
Don’t think the Bridge is only capable of the usual augmented reality tricks, either: at one point, I was directed to drop a portal on the ground in front of me. Once I stepped into it, I found myself walking around inside a space station with a planet hanging lazily in the dark outside a hatch. A red mesh enveloped real-world obstacles, allowing me to dodge coffee tables and loungers as I (all too briefly) explored the station. After a few more moments of stumbling, that was that — demo over. I was just a little crushed.
With any luck, Occipital gets the sort of support from developers it’s been gunning for. The Bridge system isn’t perfect for a whole host of reasons, like the iPhone’s non-AMOLED display and the potentially big hit on the phone’s battery, but even the unfinished demo software was almost enough to make me toss the Phab 2 Pro in a desk drawer. The right kind of love could turn the Bridge into a must-have down the road — for now, I’ll just have to wait and hope.
News leaked in late August that chipmaker Taiwan Semiconductor Manufacturing Co (TSMC) and Apple were working shrinking the A11 processor set to go in next year’s iPhone down to 10nm. But to ensure it stays in business with the tech titan and other device manufacturers, TSMC is planning to build a new plant to build future chips at 5nm and 3nm sizes.
According to Nikkei Asian Review, TSMC announced the new $ 15.7 billion facility a day after Taiwan’s minister of science and technology, Yang Hung-duen, told local media about it. His ministry might select a site in Kaohsiung for the factory, which could start production as early as 2022.
That gives TSMC’s competitors a few years’ breathing room, but the race to smaller and smaller chips continues. While Intel claims it will produce a 10nm processor before its competitors, it conceded that production facilities equipped to pump out increasingly-smaller chips will only get more expensive. That’s why the company is slowing its two-year cycle “tick-tock” innovation cycle to reduce chip size every three years instead, focusing instead of improving internal architecture and performance in the interim.
But even that lead might not be enough: On a conference call back in January, TSMC said it has a plan to push out 7nm chips by 2017 and 5nm by 2020.
It’s no stretch to say that Super Mario Run (launching December 15th for iOS; an Android version will arrive next year) is one of the most notable mobile games in years. It’s Nintendo’s first real smartphone game and one of the only instances in which the company has developed a Mario game for non-Nintendo hardware. It’s the first of several mobile titles planned and could mark the start of a major business shift for Nintendo. But let’s put aside all these heady concerns about what Super Mario Run means for the company and answer the most important question: Is the game fun?
Based on the all-too-brief demo I had earlier this week, the answer is a resounding yes. With Super Mario Run, Nintendo has successfully built a Mario title that makes perfect sense for a mobile phone while still featuring surprisingly deep gameplay and a level of polish seen in a small percentage of games, regardless of platform.
The gameplay appears to be identical to what Nintendo first showed off onstage at Apple’s event this past September. Mario runs automatically from left to right, and the player can tap the screen to make him jump. The goal is to get to the end of a course, which seems to take a minute or two, while avoiding death and collecting as many coins as you can.
Naturally, there are a lot of variations on what you can make Mario do here beyond that: Holding longer when you tap makes him jump higher; you can tap again to get a brief momentary hover; you can wall-jump; landing on enemies gives you a chance to string together multiple jumps; and so on. There are a handful of environmental items that change things up as well — jumping off of certain bricks will send Mario soaring to the left instead of to the right, and standing on some bricks will stop Mario so you can assess the coming challenges and plan your route.
In the few levels I tried, getting to the end wasn’t a big challenge. But the replayability should be excellent here because I didn’t come close to grabbing all of the coins in the course — those among us with OCD tendencies are going to be playing these levels multiple times to perfect our route and jump timing. Furthermore, each course has five pink special coins to grab. Getting those unlocks five more purple coins in harder-to-reach locations. Getting those unlocks five black coins, again in even tougher places in the level. It’ll take at least three playthroughs to grab everything in a given level, and to get all the standard coins will be another challenge.
That’s one example of the game’s depth. The next comes when you factor in competition. The main game’s standard 24 levels are only one part of Super Mario Run. There’s also the “Toad Rally,” in which you compete against friends or people all over the world. Entering a Toad Rally competition costs tickets, which you gain in other parts of the game.
Once you’ve entered the rally, you start a timed course that doesn’t have an end and shoot to get as many coins as you can before time runs out. But you also need to impress the Toad judges by doing combo jumps and other more complicated tricks as you make your way through the level. The more you impress the judges, the more they cheer, and the more points you get.
In both the standard “World Tour” and Toad Rally, the gameplay is excellent. There’s enough of a learning curve that I didn’t feel like I could immediately master each level, but it certainly wasn’t hard to just pick up and start playing. Perhaps the trickiest thing for those of us who’ve played a lot of Mario will be remembering you don’t have to jump on Koopas and Goombas — by default, Mario will automatically vault over them. Jumping gives you more points and the opportunity for more combos, but you don’t have to do it.
The Toad Rally has another twist: You put a few members of your personal Toad posse on the line when you play, and if you lose, those Toads defect to the victor’s team. The number of Toads on your team serves as a good representation of how successful you’ve been in the rally — so you can use them to see how good a potential opponent is before challenging them to a match. Toads also serve as some in-game currency for buying little houses and other objects you can use to customize your very own Mario overworld map. There’s no actual game to be played here, but plenty of fans will likely enjoy tweaking the Mario home screen that they see every time the game starts.
Regardless of what part of the game you’re playing, the graphics look wonderful. I played the game on the iPhone 7 Plus and I’ve never seen Mario look quite so sharp and vivid (the last Mario games I played for more than a few minutes were on the original, standard-definition Wii). And there’s no hint of slowdown or performance hiccups here either. I would have liked to see how it performs on less powerful hardware, but we’ll have to wait until the game launches to see what devices you’ll need to have a good experience with Super Mario Run.
Nintendo decided to price Super Mario Run at $ 9.99 — more than most iOS games, but less than most games for the company’s own consoles. I think that’s a fair price, given the number of levels included and the replayability factor here. But if you’re wary, the free version of the game lets you play the first three levels and try your hand at a few Toad Rallies so you can see what it’s all about. Nintendo of America president Reggie Fils-Aime said it didn’t feel right to make people pay to keep unlocking levels when there’s so much momentum in the game to keep running through levels, so the company decided to skip all in-app transactions and go with the single one-time purchase.
Ultimately, the entry fee may seem a little high, but I suspect it’ll be one well worth paying — and I think lots of players will agree with me. Having a native Mario experience built from the ground up with the iPhone in mind is a huge win, and the game appears to be equally well suited to quick play on the subway and longer, in-depth sessions when you’re on the plane. I haven’t bought a new Mario game in years, but I’m ready to pull the trigger on Super Mario Run.
Update: If you want to try Super Mario Run out for yourself, Reggie announced on The Tonight Show that starting Thursday, a demo will be available at Apple Stores worldwide.
VSCO, smartphone photographers’ image tweaking app of choice, is letting iOS users tap into all the original image data captured on iPhone 6’s and up. Alongside a host of new community features, it’s offering full RAW image support on capture, importing and editing. This means photo editors will be able to access a wider range of colors and tones that are sometimes lost due to compression on typical JPEG photos. RAW support will even work on your must-share DSLR images too.
The update is also the culmination of the VSCO team’s efforts to better showcase its community and editorial team content. This includes a machine-learning engine that surfaces related images of what it spots in images. There’s also a new search and a discovery section specifically for notable community posts.
VSCO has introduced a new (invite-only, subscription-based) membership at an early-access price of $ 20 per year. This will give users monthly updates and early access to filter presets, particularly VSCO’s new Film X interactive presets. These tap into SENS, its new imaging engine, and attempt to offer, according to VSCO CEO and founder Joel Flory: “a physical model of film and not just a static preset.” New presets currently include the Fuji Pro 400H, and Kodak Portra 160 and 400. According to the team, they’ve tried to create a physical mode of film — and that also includes real-time shaders that you can tweak during live capture.
If you’re willing to subscribe, you’ll net the entire preset library (over 100 of those), which total around $ 200 if purchased through the app. RAW support, at least, comes for free in the new update available now. Oh and for that invite-only membership? Add your name to the waitlist here, and get ready to feel exclusive.
The Square Cash service added a “virtual debit card” feature back in September, and tonight during the Code Commerce event, CEO Jack Dorsey announced that it’s integrating with Apple Pay. The virtual Visa debit card lets Square Cash users spend their balance anywhere Visa is accepted (legitimately), and starting today, its iPhone app can enable the card for use on Apple Pay too. If you’re not using an iPhone or Apple Watch, Dorsey said that the company does have plans to support other platforms like Android Pay and Samsung Pay.
With Apple, Motorola and others releasing phones without 3.5mm headphone jacks this year, there’s been a looming question: will Samsung follow suit? Like it or not, SamMobile sources claim the answer is yes. Reportedly, the Galaxy S8 will rely solely on its USB-C port for sound — if you want to use your own headphones, you’ll likely either need to use an adapter (no guarantee that you’ll get one in the box) or go wireless. But why make the move, outside of being trendy?
The tipsters don’t have an official explanation, but there are a few advantages that might come with ditching the legacy port. It would create more room for a larger battery, more sensors, stereo speakers and other upgrades that aren’t as practical right now. Alternately, it could let Samsung slim the S8 without having to make significant compromises on other features. That’s not much consolation if you like to listen to music while you charge your phone, but you may well get something in return for this sacrifice.
You might not have too much longer to learn whether or not the rumor is true. In recent years, Samsung has introduced new Galaxy S models at or near the Mobile World Congress trade show, which kicks off February 27th in 2017. SamMobile is confident that the S8 will show up there, although it’s not an absolute lock given the possibility of delays. Whenever it arrives, it’s safe to say there will be an uproar if there’s no 3.5mm jack. Some people swore off the iPhone 7 precisely because it didn’t have a native headphone port — what happens if their main alternative doesn’t have that hole, either? They may have to either buy from brands they previously hadn’t considered, or accept that conventional audio jacks are a dying breed in mobile.