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Super Mario Run is Coming

The Super Mario Run marketing blitz has begun. With the launch of Super Mario Run on iOS just one week away, Shigeru Miyamoto was interviewed by The Verge and BuzzFeed News. The creator of Mario spoke at length with both publications about the game, Nintendo’s goals for it, and how it was made.

Miyamoto discussed the thought process behind Super Mario Run’s gameplay with The Verge:

“We felt that by having this simple tap interaction to make Mario jump, we’d be able to make a game that the broadest audience of people could play.”

Nintendo’s strategy to expand its audience extends beyond gameplay though, as Miyamoto explained to BuzzFeed News:

“Kids are playing on devices that they’re getting from their parents when their parents are upgrading,” Miyamoto said. “We wanted to take an approach of how can we bring Nintendo IP to smart devices and give kids the opportunity to interact with our characters and our games.”

It’s a strategy that makes a lot of sense given the dominance of smartphones and rise of casual gaming.

Nintendo’s goal to make Super Mario Run a one-handed game necessitated designing it for portrait mode, which led to new opportunities for Nintendo’s creative team. Miyamoto told The Verge that:

“Once we did start to focus on the vertical gameplay and one-handed play, we were surprised at how much having that vertical space in a Mario game could add to the verticality of the game itself and how that added a new element of fun to Mario,” Miyamoto explains. “They’re all brand new levels that we created for this game, but because of the vertical orientation, it gave us a lot of new ideas for how to stretch the game vertically. I think it’s been maybe since the Ice Climbers days that we’ve had a game where you’re trying to climb a tower.”

Miyamoto also shared with BuzzFeed News that the inspiration for creating an “endless runner” style Mario game was influenced by fans who do speed runs through Mario and other games. You may have seen videos of speed runs; there is no shortage of them on YouTube. BuzzFeed explains that:

Watching online videos of these gamers’ astounding speed runs and other feats of gaming skill, Nintendo employees noticed that the gamers never let up on the D-Pad. Mario always kept running, and all of the skill came down to the incredible precision of the jumping. What if, the Nintendo braintrust reasoned, all players could have that experience?

In addition, Nintendo executive Reggie Fils-Aimé and Shigeru Miyamoto paid a visit to The Tonight Show Starring Jimmy Fallon last night, demoing Super Mario Run and the Nintendo Switch console that is slated for release in March. If anyone wasn’t sure before, there is no doubt that Jimmy Fallon is a huge Nintendo fan and geek. This video is wonderful:



The Story Behind “I’m a Mac,” “I’m a PC”

Douglas Queneua of Campaign US has put together an extensive oral history of Apple’s famous “Get a Mac” ad campaign. Written in two parts, the history is told by actors Justin Long (Mac) and John Hodgman (PC), as well as many of the creative minds that birthed the campaign.

In September 2005, Steve Jobs gave his advertising agency, TBWA\Chiat\Day, an assignment: Come up with a campaign that clearly demonstrates the Mac’s superiority to the PC. There was no deadline.

Seven months, dozens of tense meetings and countless discarded ideas later, the agency produced “Get a Mac.” It would go on to become one of the most succesful and admired ad campaigns in Apple’s history, no small feat when “1984,” “Think Different” and “Silhouette” are the competition. Among those legendary ads, “Get a Mac” stands out as the most overtly comedic and one of the most expansive: The team shot 323 spots over three years just to get the 66 that made it on air.

To mark the 10-year anniversary, Campaign US asked members of the creative team, the crew and the actors to share the untold stories of how the campaign came to life. What follows is their recollections—inconsistencies, errors, biases and all—lightly edited and condensed for clarity.

There are plenty of great stories shared here from a memorable campaign.

One of my favorite tidbits from the article is that Justin Long initially assumed he would be playing the PC role, because up until then he had been playing primarily nerdy parts. “Nerdy parts,” he says, “suited my natural personality.”

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Ulysses Gains Touch Bar Support, Tabs, TextBundles, and More

The Soulmen updated Ulysses for macOS and iOS with interesting new features today. On macOS, Ulysses added support for Apple’s latest hardware and software features. If you have a new Touch Bar MacBook Pro, you can customize the Touch Bar with Ulysses functionality. In addition, if you have Sierra installed, multiple sheets can be open at one time in tabs, which is something that I’ve found handy as I work on things like the MacStories Weekly newsletter where I tend to jump among multiple documents editing and checking formatting.

Another addition to Ulysses on the Mac and iOS is TextBundle and TextPack file support. TextBundle is a specification for bundling together Markdown text and referenced images in a way that’s portable and avoids sandboxing issues for apps sold on the Mac and iOS App Stores. TextBundle files work with documents stored in external folders. I had no trouble creating TextBundles on my Mac, but on iOS, where I had less time to test the update, I could create a TextBundle document, but I was unable to add images to it.

On the Mac, right-click an external document and choose edit to save sheets as TextBundles.

On the Mac, right-click an external document and choose edit to save sheets as TextBundles.

The update to Ulysses also added support for importing Evernote ENEX files on the Mac, but I had trouble with it on one of my machines. After you export notes from Evernote as an ENEX file you should be able to drag the ENEX file into a Ulysses group, the sheet list, or onto the Ulysses Dock icon to import the file. That worked for me on one Mac, but not another where it crashed Ulysses. I can’t tell if my situation is an edge case, but in any event, The Soulmen are working on a fix. In the meantime, I suggest testing Evernote importing with a single note before trying to import a more extensive set. Finally, Ulysses already included the ability to set character, word and page goals for your writing, but with the Mac and iOS updates today, you can also set reading time goals.

Ulysses 2.7 is a free update to existing customers. New users can purchase Ulysses from the Mac App Store for $44.99 and the iOS App Store for $24.99.


Sony’s PlayStation Division Will Release iOS Games in 2017

Reuters reports that Sony’s PlayStation division is working on ten mobile games, six of which will be released next year for iOS and Android. The games, which include Everybody’s Golf, will debut in Japan followed by other Asian countries. The Reuters report doesn’t indicate what plans, if any, Sony has for the games outside Asia.

According to Reuters the other games in the works for mobile release include PaRappa the Rapper and Arc The Lad. Kotaku also reports that Wild Arms is in development for mobile platforms. Kotaku’s coverage includes this preview video of Arc the Lad and Wild Arms from ForwardWorks:

Competition from mobile gaming continues to increase, so its not surprising that console vendors like Sony are following Nintendo’s lead by testing the smartphone waters.

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Apple Publishes Best of 2016 App Store Lists

Today, Apple unveiled the 2016 edition of its annual Best of App Store lists for iPhone, iPad, Mac, Apple Watch, and Apple TV. The lists highlight the best apps and games released by third-party developers on each platform during the past year.

The top picks this year for each platform are Prisma (iPhone), Sketchbook Motion (iPad), Bear (Mac), MySwimPro (Apple Watch), and Twitter (Apple TV). The games of the year are Clash Royale (iPhone), Severed (iPad), Life is Strange (Mac), Field Day (Apple Watch), and Riptide: GP Renegade (Apple TV).

In addition, this year Apple published lists of the ‘10 Best Apps of the Year’ and ‘10 Best Games of the Year’ on the iOS App Store and Apple TV App Store, and an extended list of the ‘Best Apps & Games of 2016’ on the Mac App Store.

Like last year, Apple has picked a mix of paid and free apps from developers big and small. Among the notable indie picks are apps from Shiny Frog, Devolver Digital, and Drinkbox Studios. A recap of all the winners and runners-up (from the US App Store) and links to MacStories reviews where applicable is available below.

iPhone

App of the Year

Prisma

Runner-Up

MSQRD

Game of the Year

Clash Royale

Runner-Up

Reigns (MacStories review)

iPad

App of the Year

Sketchbook Motion

Runner-Up

Bear (MacStories review)

Game of the Year

Severed (MacStories review)

Runner-Up

Chameleon Run

Mac

App of the Year

Bear

Game of the Year

Life is Strange

Apple Watch

App of the Year

MySwimPro

Game of the Year

Field Day

Apple TV

App of the Year

Twitter

Game of the Year

Riptide GP: Renegade


Connected, Episode 120: Perennial State of Worrying

Federico is back with some new purchases in tow. Stephen published a book. Myke wants more from his Echo. Everyone has wishes for iOS 10.

On this week’s Connected, we checked in with iOS 10 three months after its launch and listed the features we’re liking best so far, as well as those that left us disappointed. You can listen here.

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Remaster, Episode 24: PSX and Pokémon

Federico and Myke break down the announcements from PSX, and give their review of Pokémon Sun/Moon so far.

Lots of PlayStation games on Remaster this week, plus a first discussion on the new Pokémon games, where Myke and I are taking two deeply different approaches. You can listen here.

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Spotify Adds Direct Sonos Playback to iOS App

Spotify:

We’ve teamed up with Sonos to make it easier than ever to keep the music going strong. Now Spotify Premium users can control their Sonos straight from the Spotify app using Spotify Connect. Use all the features you love about Spotify: the curation, discovery, and sharing and hear it all throughout your home in crystal clear sound. You can also access the multiroom power of the Sonos home sound system directly in the Spotify app. We’ve brought out the best of both worlds to give you the smartest and most seamless home sound system yet.

I’ve been trying this in beta for the past couple of months, and it has worked well with my Sonos PLAY:1. The feature is based on Spotify Connect, which is fast and doesn’t route all system audio to a single device. In my experience, using Spotify Connect with a Sonos speaker has been much more reliable than streaming music to AirPlay or Bluetooth speakers.

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