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The New Yorker’s Exposé on Canabalt

Simon Parkin of The New Yorker:

“The first endless runner I played was Canabalt,” said Luke Muscat, Jetpack Joyride’s designer. “You had this single button to jump. I loved the juxtaposition of high-intensity action with absolute simplicity.” Prior to Canabalt’s release, game makers had struggled to reconcile the smartphone’s absence of buttons with the interactive complexities of contemporary video games. Canabalt’s solution was elegant and simple: tap anywhere on the glass and your character leaps. Muscat recalled: “I remember playing Canabalt and just thinking, How has nobody ever thought of this before?”

There’s a lot of endless runners on the iPhone, and Canabalt is widely attributed as the game that started it all. It’s also the only runner that’s maintained my interest, being one of a few games that doesn’t ask me to buy something in a store or prompt me with a tutorial. It’s an attractive game with only a few core mechanics and touchscreen controls that aren’t middling (you feel the weight of your character as he leaps from ledge to ledge). There’s a real sense of desperation in the game as you stumble out of the first window and onto the rooftops below, scrambling onto your feet as the game reveals the backdrop of a burning city under siege. It begs you to ask a lot of questions, though it never answers them, even as more is revealed the farther you run. It’s a classic.