Entertainment
HP attacks Apple iPad over Flash
Filed under: iPad

During CES 2010, HP gave the public a slight tease of its upcoming slate device. The touchscreen device, which runs Windows 7, sports a form factor similar to Apple's iPad, as well as similar uses; it supports eBooks, music, videos, and of course, the Internet. But wait, there's more. According to a post on HP's Voodoo blog, the device will give you a "full Web browsing experience," not a "watered-down Internet" with "sacrifices." In other words, the HP slate device supports Flash and, well, the iPad doesn't.
While the blog posting didn't mention the iPad by name, it was fairly clear that the statement in question was an indirect jab at it. Accompanying the post is a short, 30 second clip. The highlight of the clip, which occurs toward the end, shows the user going to Hulu.com and watching a Flash-based video.
The reason that the clip is only 30 seconds long, and the Hulu portion is at the end of it, is that running Flash may have drained all of the device's batteries before all footage could be shot. (Just kidding! I couldn't help myself).
On a serious note, while the lack of Flash on the iPhone, and now the iPad, has its drawbacks, these drawbacks have been muted to a degree. The advent of the App Store created a non-Flash, potentially monetizable, playground for the creations of developers and content creators to play in. In addition, HTML 5 is emerging as a potential Flash development alternative.
via [AppleInsider]
TUAWHP attacks Apple iPad over Flash originally appeared on The Unofficial Apple Weblog (TUAW) on Wed, 10 Mar 2010 22:45:00 EST. Please see our terms for use of feeds.
Sasquatch Vs. Snowmobiles — To The Death! [Found Footage]
When sasquatch hunters take down one of the wild beasts — who resembles the Mugatu from Star Trek — they reckon without its enraged mate, in this awesome scene from The Capture Of Bigfoot. Can snowmobiles even the odds? (No.) More »
Valve on Mac piques interest from other game developers
Filed under: Gaming, Multimedia, Rumors
Now that Valve has committed to offering full support for the Mac for both its in-house games and Steam, its digital game delivery system, other developers are expressing interest in the Mac as a gaming platform, too. Gas Powered Games, creator of Supreme Commander 2, Kings and Castles, and Dungeon Siege, has said of the Mac: "We, as a developer, will include a Mac platform option in all of our proposals moving forward. We're in 100 percent support of it, absolutely." Chris Taylor, founder of Gas Powered Games, says that porting games over to the Mac is relatively easy since Macs and PCs now have largely identical internal architectures. Intel processors and ATI or NVIDIA graphics cards are common to both platforms, making game porting far easier than it was back in the PowerPC days. Taylor also says that recent rises in Mac sales are another contributing factor making the Mac a more attractive target for game developers.
Swedish gamemaker DICE, best known for the Battlefield series of games, may also be throwing more support behind the Mac -- one of the company's lead developers has said that "We're currently investigating the possibility of making [Battlefield: Bad Company 2] available on Mac." That's not as big or flashy a commitment as Valve or Gas Powered Games, but considering the popularity of the Battlefield series, it still goes a long way toward improving the state of gaming on the Mac.
Over the next year or so, many other developers are likely to be watching Valve's success (or lack thereof) on the Mac with a very keen eye. If Valve manages to make a healthy amount of money by selling games to Mac users, it may only be a matter of time before many more gaming outfits follow suit.
TUAWValve on Mac piques interest from other game developers originally appeared on The Unofficial Apple Weblog (TUAW) on Wed, 10 Mar 2010 19:00:00 EST. Please see our terms for use of feeds.
What Would Kathryn Bigelow's Spider-Man Have Looked Like? [Stealthispitch]
We just learned that Kathryn Bigelow passed on the chance to direct the 2012 Spider-Man reboot. What the would The Hurt Locker director's take on Peter Parker have looked like? We're picturing tense bomb-defusing scenes. And surfer slang, brah! More »
Count The Beats: Inspiration... two apps for the musician on the move
Filed under: Multimedia, Software, iPhone, App Store, Music
Recently I've been preparing to move home and finally did last weekend. Naturally I had to pack up all my musical gear, equipment and of course, my Mac. In the week leading up to the move, I've had my iPhone and nothing else. With no creative outlet and the pressure of looming project deadlines, I found myself scouting the app store for a fix to help me start fleshing out a few creative ideas. This is what I found that worked well for me.
1. TonePad and TonePad Pro
The iTunes Store describes TonePad Pro as "...the easiest way to make music. Discover the inner musician in you. Create songs by simply touching." And this is exactly what I found. With a 16 x 16 matrix, and an easy-to-use user interface (literally start tapping your fingers and music is made), I found myself coming up with little melodies and tunes immediately. Although you only have the 16 x 16 matrix, to me, what initially seemed quite limiting soon became a boundary for creative focus.
You can save an unlimited number of tunes to listen back to, and upload them to a shared server where your buddies can check out what you've been musing. With the paid version, you can save your melodies into a ringtone that will sync back to your iPhone, too.
2. Flourish
Flourish is something a bit more immersive. While having a steeper learning curve, there's loads more to explore here. The user interface is really fresh and unique (especially for the iPhone), and presents a creative challenge in focusing your composition whilst giving you the space to try different approaches to what you are creating. Basically Flourish represents musical phrases as physical loops:
-Record loops with expressive multi-touch keyboards.
-Generate percussive and melodic sequences.
-Build arrangements by ear or by eye.
-Select from a consonant collection of instruments.
-Sequence loops by connecting them in chain.
Check out the Flourish website for a few demo clips.
Let us know in the comments below what other apps for the iPhone / iPod Touch, or the Mac, that are inspiring you to make music.
TUAWCount The Beats: Inspiration... two apps for the musician on the move originally appeared on The Unofficial Apple Weblog (TUAW) on Wed, 10 Mar 2010 18:00:00 EST. Please see our terms for use of feeds.
Now Taking Your Airbender Questions For M. Night Shyamalan [Airbender]
Tomorrow, we'll be chatting face-to-face with the master of the twist ending himself, director M. Night Shyamalan. So please, post your Airbender questions for M. Night below. Ask away, yip yip! More »
Please Don't Redeem Ben! We're Begging You. [Lost Recap]
Lost's Benjamin Linus has hit rock bottom, both morally and psychologically. So now is he going to have a miraculous transformation into the Island's noblest character? Please, no. Just no. Spoilers for last night's Lost ahead. More »
GDC 2010: Call of Duty: World at War Zombies postmortem
Filed under: Gaming, Retail, Software, Developer, iPhone, App Store
Russell Clarke of Ideaworks Game Studio hosted a post-mortem report near the end of the first day of GDC 2010 about Call of Duty: World at War Zombies for the iPhone. The game was one of the first big brand hits on the App Store -- it successfully brought a game mode from one of Activision's Call of Duty console games (originally developed by Treyarch) to Apple's handheld device. After a quick joke about how a "post-mortem" was an appropriate exercise for a game about zombies, Clarke got into the nuts and bolts of how Ideaworks went about adapting the game for the iPhone.The most major feature of the game's development, he said, was the decision last year around this time to sit down and work on prototyping for about six weeks. Nowadays, there are a few successful first person shooters around the App Store, but last year, FPSes were still a new genre for the iPhone, so the team decided to really brainstorm how one would work on a touchscreen.
They started by looking at the original game developed by Activision and Treyarch. Zombies is a extra mode of Call of Duty: World at War that was developed as a "lunchtime project" -- a few developers threw it together on a whim, and enjoyed it so much that they released it as DLC, outside of the original game. So Ideaworks wanted to run with that vibe -- create a game that you could play on your lunch break, or squeeze into a few minutes. They did find that the App Store tended towards more casual and family games, but they didn't feel that the mature game could be successfully translated to a family-friendly format. Instead, they decided to stick with the blood and gore: "Activision," Clarke joked, "said we would have to learn to love our 17+ rating, and live with not releasing in every country in the world."
And they also wanted to create a game with "relaunchability," a term that a developer at Treyarch coined. "What keeps you relaunching the game," said Clarke, "is that, like most zombie games, you don't really win. You're just postponing your inevitable death." He also said that learning became a big function of the gameplay -- the game allows you to defend the same environment against zombies every time, so eventually you learn the best spots to make a stand, and so on.
Before development even started, they created a set of benchmarks in terms of performance and gameplay that they wanted to hit: Twenty zombies felt right for gameplay (you'd only be fighting 10 at any given time, but 10 more would be hanging around in the background), 20 FPS seemed like a good target for speed, 2000 triangles for graphics, and of course two thumbs ("the amount that most people have") for control.
The controls were probably the most interesting part of prototyping -- Clarke says his team really tried to brainstorm an interesting way to control an FPS on the iPhone. The problem, however, was that in an FPS game, you're doing three things (running, looking, and shooting), but you only have two thumbs to do them with. One prototype they created had you tilting the accelerometer around to move (while looking and shooting with two onscreen controls), but for some reason, that made everyone who tested it rather dizzy. In the end, they went with a compromise, including a few different choices: a dual stick standard, an aiming assist system, and even a mode that only slightly uses the accelerometer to look around.
Authenticity was another question -- obviously the iPhone doesn't have the processing power of the latest and greatest consoles, so Ideaworks had to work hard to walk the line between keeping the game running smoothly and keeping it detailed enough to compare to the bigger title. They did a lot of pruning on the original model work, turning geometry into straight textures, and cutting off 3D modeling that couldn't actually be seen by the player (the original team had even modeled tree roots underground, rendered on the Xbox 360 and Playstation 3, but never actually seen). They did things like not animating enemies when they weren't in the player's line of sight, and just using a sphere for the grenade hit model rather than actually modeling the shape, since it worked just as well. In the end, the iPhone had only about 1/7th of the geometry of the original game, but Ideaworks tried to make it at least look as similar as they could.
Multiplayer was a challenge, but fortunately, Activision had already created an online backend, so when Ideaworks hooked into that system, they were able to put together all of the multiplayer ideas they had (2-player, 4-player, and even a full online system) and then some (host migration was a project one of their engineers threw together in his spare time, and Bluetooth multiplayer was also added in on a whim).
Finally, Clarke shared a few lessons from the game's development. In terms of the controls, they learned that offering a choice to the player is sometimes the right move, and when there is a choice, you usually need to force it at some point (if you hide a different control scheme in the options, most players will never find it). Piracy was something else they learned -- while Clarke was hesitant to speak much about his opinions on piracy, he did say that it was easier to pirate the game than anyone on his team believed, and that in the first days of the release, they saw a significant number of extra users playing than had actually bought the game.
Still, Clarke said that the game had done very well -- they've been high on the App Store's Top Paid list ever since release, and while he didn't mention sales for the main game, he said that the lite version has seen over three million downloads. Clarke's panel offered up an interesting look behind one of the App Store's big name hits.
TUAWGDC 2010: Call of Duty: World at War Zombies postmortem originally appeared on The Unofficial Apple Weblog (TUAW) on Wed, 10 Mar 2010 17:00:00 EST. Please see our terms for use of feeds.
Beastie Boys Vs. Battlestar Galactica: Our New Favorite Music Video [Battlestar Galactica]
The Beastie Boys' "Sabotage" may be Young James Kirk's theme song, but it also goes great with Battlestar Galactica, as this shot-for-shot recreation of the "Sabotage" music video using BSG clips proves. [YouTube] More »
iPhone devsugar: Unit testing for iPhone view controllers
Filed under: Apple
Unit testing refers to a software validation methodology that allows programmers to test individual program units for correctness. It's been an ongoing question in the iPhone developer community as to whether the iPhone's view controller class is testable or not.In response to these discussions, iPhone developer Jonah Williams has written up a view controller unit testing how-to over at the Carbon Five web blog. His write-up offers examples that show how to incorporate some best practices into your code.
Williams points out how broken NIB bindings are a common problem for iPhone OS applications. To address these issues, he regularly adds simple assertions that test that each IB outlet and action are set properly from inside his view controller class implementations. These assertions check that IBOutlet instance variables are not set to nil and that IBAction targets have been assigned, adding a layer of protection against broken bindings.
Another typical view controller issue involves responding to application memory warnings. To respond, he adds tests that ensure that each view-dependent property gets correctly released and re-created as views unload and then later reload. By building these into test methods, he can execute this behavior on demand, and ensure that the sequence will execute flawlessly in real world conditions.
Finally, Williams discusses view controller interdependencies. Often instances are tightly intertwined, with objects acting as clients for each other. For example, a simple table view controller, living within a navigation controller, might present a detail view via yet another view controller when a row is selected. That's three separate controllers to account for, when you really only want to test one at a time. Williams suggests isolating these view controllers away from their interdependencies to test each component separately and provides examples of how you can do so.
What made Williams' approach pop for me is how he carefully exposes and isolates dependencies for testing. These are features that can otherwise be hard to inspect and validate in the normal course of programming. His write-up is well worth reading through, and provides an excellent jumping off point for investigating view controller unit testing.
TUAWiPhone devsugar: Unit testing for iPhone view controllers originally appeared on The Unofficial Apple Weblog (TUAW) on Wed, 10 Mar 2010 16:30:00 EST. Please see our terms for use of feeds.
Lost Boy Corey Haim Dead At 38 [Rip]
Sad, sad news. Child star and vampire hunter Corey Haim has died from an apparent drug overdose last night in California. We'll never forget our favorite of "The Coreys," from his multiple Lost Boys moments to his Crank 2 cameo. More »
Martian "River" Was Carved By Lava, Not Water [Volcanos]
A 168-mile-long channel near Mars' Ascraeus Mons volcano wasn't created by water as scientists have previously thought. New high-resolution images suggest that this trench was created by molten lava. What does this mean for the search for water on Mars? More »
GDC 2010: Interview with Street Fighter IV producer Takeshi Tazuka
Filed under: Gaming, Developer, iPhone, App Store, iPad
We stopped by the Capcom Fight Club party here at GDC 2010 last night, and in addition to playing the new game, we also got to talk to producer Takeshi Tazuka. Actually, we got to talk to his translator -- Tazuka only speaks Japanese, and I only speak English, so the interview was done with a middleman in between.But even with the language barrier, we did get some good chat in about the new game, Capcom's future plans for the iPhone, and what Tazuka thinks about making a game like this for the iPad. Read on for more.
Thank you for speaking with us, I appreciate it. So, a fighting game on the iPhone -- how did you approach that?
I used to create arcade games, and the equipment is kind of similar to the iPhone.
It's similar? But there's no buttons on it.
It is different. The device is completely different. But the behavior for game users is very similar. When you go to game centers, you want to jump in and play a game spontaneously. And the iPhone is the same thing -- it's like an arcade experience.
What did you think of developing games on the iPhone as a platform? Was it easy, hard?
It's really interesting as a platform because people that play games on the iPhone usually don't have a game console at home. I am interested to see how people react to playing video games on their handheld, not on a full console. It's very interesting. Music fans, and other application fans, they play video games on the iPhone. It's very interesting to see those people playing the games on the iPhone.
Are there other iPhone games that you like?
[Laughs] Except Capcom games?
Right, besides Capcom games of course.
I really like Homerun Battle 3D, it's by this company called Com2us. [Pulls out his iPhone and shows us the Japanese version.]
Have you looked at the iPad at all? Are you interested in developing a game like Street Fighter for the iPad?
I'm very interested.
What would be different than the iPhone game?
The iPad is obviously heavier, so the user experience would be very different. [Motions with thumbs, has trouble holding a bigger device the same way.] Different than using iPhone.
On this game, how did you work on developing the interface to make it easier to use?
There's actually a mode called dojo mode, it's a tutorial or training mode, where you can learn how to improve your technique, brush up your technique, and learn to fight against really hardcore players as well. It doesn't only teach you how to play, it teaches you how to do super combos, hadoken, and how Ryu fights against Ryu, how Guile fights against Ryu. It's learning, dojo style. With this game, the major segment that we're targeting is late 30s. Those people who used to play Street Fighter II big time. So that's why it's a little easier for those people to pick up and play.
Was there anything that you wanted to do that you couldn't do because of the smaller platform?
Because of the memory capacity, we couldn't implement any more than eight characters total. We would have liked to put more characters in there, but the memory is limited.
A lot of people wouldn't have expected Street Fighter to become an iPhone game. Are there any other Capcom games that you'd like to put on the iPhone that people might not expect?
We have a lot of plans. But we can't tell you anything right now. We will try our best to do more than you expect.
Great, we're excited. Thank you.
Thank you very much.
TUAWGDC 2010: Interview with Street Fighter IV producer Takeshi Tazuka originally appeared on The Unofficial Apple Weblog (TUAW) on Wed, 10 Mar 2010 16:00:00 EST. Please see our terms for use of feeds.
The Dance Of The Quantum Zombies Fills Your Head With AquaCrunk [Afternoon Reading]
A new issue of Rudy Rucker's rebel webzine Flurb is always cause for major celebration. It only comes out a couple times a year, packed with enough weirdness for a thousand regular SF mags. The Spring/Summer issue is out now. More »
A Pregnancy Sonogram Picture That Will Turn Your Blood To Acid [Sci Fashion]
Who's that little guy gestating inside your chest cavity? Oh look! It's the alien who will doom the human race. Yes, it's the featured tee at teefury - available today only! More »
MacHeist nano bundle adds Tweetie for final day
Filed under: Deals
The ever-popular MacHeist bundle, offering eight Mac apps for $20 total, closes out at midnight Pacific Time tonight. If you've been on the fence so far about whether or not to buy in this year, two bits of news may push you over the brink.First, all the initial applications have been unlocked; both Tales of Monkey Island and RapidWeaver are fully present and accounted for. Second, there's been a last-minute addition to the roster; Tweetie for Mac (normally $20 on its own) is now part of the bundle.
If you're Macheisting this year, let us know what you think of the app selection; if not, share your reasons why. (We will accept "I'm saving up for tickets to Tron Legacy" as a valid reason.)
TUAWMacHeist nano bundle adds Tweetie for final day originally appeared on The Unofficial Apple Weblog (TUAW) on Wed, 10 Mar 2010 15:30:00 EST. Please see our terms for use of feeds.
GDC 2010: Ngmoco justifies the freemium model
Filed under: Gaming, Software, Developer, iPhone, App Store
As popular as Ngmoco and its games are, whenever we seem to post about them, the subject of their business model seems to rise to the top again. While they have emerged as one of the iPhone's top original developers, they've also lost a lot of fans by sticking with a model they call "freemium," even to the detriment of some of their most popular games. They release games for free, and then monetize the games by using microtransactions, selling both virtual items and virtual currency for real money.digg_url = "http://www.tuaw.com/2010/03/10/gdc-2010-ngmoco-justifies-the-freemium-model/" We have a lot of questions for the company, and we'll be asking even more of them coming later this week. But first things first: we cornered Ngmoco producer Allen Ma here in their suite at GDC 2010 and asked him to try and tell us why Ngmoco is so insistent on "freemium," and how they feel about some of the adverse customer reactions to their model. Read on to hear why free-to-play, pay-to-play-more is the model that they're betting their business on.
When we post about Ngmoco, the first comment on the post is often "Here's Ngmoco trying to steal our money again." What do you think when you see a reaction like that?
It's very, very odd because it's strange to see those moments when our goal as a company is that we want to give you a full game experience for free. That's really what Eliminate is. You can log into Eliminate any time you want, and play the game against anyone else, for free. And it's Quake 3 on the iPhone! So it's very interesting when people go oh they're scamming us because they want us to pay ten to twenty dollars to play through a game experience. That really is not true. Because you can never pay for the game and get the same exact experience.
Well, it's not the same exact experience.
It is, it just takes longer to get there.
That in itself makes it not the same.
Well does it or doesn't it, right? Because I feel like there's a lot of games out there where you're paying to do something faster than someone else. There's a whole black market that exists in World of Warcraft where you can buy a level 80 character for hundreds of dollars. There's this market where people are willing to do that. We're just doing that in a way where it's legitimate and fair to everyone.
Well, but a lot of players frown on that even in World of Warcraft. A lot of players say if you buy a level 80, that's cheating, because the game is designed to be played the other way.
And in Eliminate, we would never let you buy a fully maxed out character, right? In Eliminate specifically, what we're allowing you to do, we're still allowing you to play the game, but we allow you to earn credits at a higher frequency than other people. You still have to play the same amount of games, you can't cheat your way to max level, but in actual total number of days to get there, you're lowering it.
I think another reason that people have an issue with this is that you guys, Ngmoco, have said that you're not even bothering with paid apps. There are some people who are willing to pay for a good experience, they're even willing to pay ten dollars for a solid, worthwhile, whole unlocked version of the game. And Ngmoco is saying we're not doing that, it's all freemium or nothing. What would you say to that?
We're just finding that, with paid, you can't make any money. There's only a handful of companies that are able to charge more than three dollars for a game. Gameloft, EA, Square Enix. Anyone else, they charge more than two bucks, no one's even going to look at their game. There's no way that we could have built Eliminate, for the cost per install or cost per SKU that we would have sold, to actually be able to make back that money in the timeframe that we wanted to. It's funny, because people are saying that they're willing to pay, but when push comes to shove, they're actually not willing to pay. That person that says they're willing to pay $10, they'll probably wait for it to drop to 99 cents before they actually purchase it. What they really want is a $10 game for 99 cents. What we're giving them is a $50 game for free. That's really our stance right now.
When you set out to make these games, even a game like We Rule, are you still thinking about it in the old model of, the premium experience for this is $50, or the premium experience is $10? Is there a "right amount" of money to spend to get the full game, or are you just saying the sky's the limit on the amount of money you should pay?
I think what freemium allows us to do is continually make the game better. So instead of going, OK, you as the user have to take a gamble to see if this game is worth x amount of dollars to you; instead, why don't you come in and try the game. If you like it, throw us a couple of bucks. When you do that, we know that you like that piece of the game, and we'll give you more of that, so that if you continue to like it, we'll keep designing these things, right? The ones that you don't like, we'll stop doing. For example in Eliminate, people really wanted co-op. So we're going to give them co-op, because they're going to keep playing the game. Some of them will continue to keep paying to play the game, and that's encouraging as a developer to keep making it better and better. And this is why World of Warcraft works, right, because users are willing to continue to pay to play the game. Unfortunately, not every game can be as excellent as World of Warcraft where everyone in the world is willing to pay for it. I could point you to a game like Dungeons and Dragons Online, which used to be a regular MMO and now is a free-to-play MMO, and they're saying that they're making like 60-80% more revenue as a free-to-play game than when it was paid. And they're now updating the game way more frequently than they did when it was paid.
So it sounds like you're not even thinking in the old model of, "here's this experience for this amount of money." You're thinking of it as a dialogue, where you pay us for what you like, and we'll return more content. You're not just investing two bucks to speed up your game, you're investing two bucks in the game and in future content.
Yeah. You're paying to support the game, and you're paying to support all of the free players that weren't willing to pay for the game. So when you think about it that way, you're paying so that we can maintain the servers that allow all of the people to play. So again, going back to Eliminate, our game that's working right now, you're paying for the game, so that you can continue to own people that don't pay for the game.
Great, thanks very much.
TUAWGDC 2010: Ngmoco justifies the freemium model originally appeared on The Unofficial Apple Weblog (TUAW) on Wed, 10 Mar 2010 15:00:00 EST. Please see our terms for use of feeds.
"Techno-Snot" May Be The Most Futuristic Technology [Quote Of The Day]
These days it's become a truism to say that it feels like "we're living in the future" because we have smart phones and 4chan. But SF writer David Levine says techno-snot is a sign that tomorrow has arrived. More »
A Star Made Of Red Matter, From Before Our Galaxy Existed [Space Porn]
Behold a star from the second generation of generation of stars after the Big Bang, something scientists have been seeking for a while. Its unique make-up may prove that our galaxy developed by cannibalizing dwarf galaxies. More »
EyeTV Hybrid shrinks down, gains Win7 compatibility
Filed under: Hardware

Same price, same features (mostly) but a sleek and slender new look: yesterday Elgato introduced the latest revamp of its EyeTV Hybrid USB tuner for high-definition digital television. The US$150 widget gives you the option of watching over-the-air digital television in full HD glory, and can also tune in unencrypted (Clear QAM) and analog cable TV signals. If you've got an analog source like a VCR or videogame console, you can also route those signals through the EyeTV Hybrid to watch or play on your Mac (for those who don't need the analog option, Elgato also sells the HD tuner-only EyeTV One for $120).
The tuner ships with the EyeTV 3 software, enabling live TV, DVR functionality and shared recordings for your iPhone and iPod touch. With every new EyeTV Hybrid you get a one-year subscription to the TV Guide data feed, which provides full listings and enables the Smart Series recording feature; the software also can detect and display the embedded ATSC schedule information for broadcast shows. After the first year, re-upping with TV Guide will cost you $20.
Other than the slimmer profile, the major new feature on this model is the addition of driver support for Windows 7's Windows Media Center. Mac users may not care much, but this does let you use the same tuner if you're using Boot Camp, or you can loan it out to Windows-centric friends -- if you trust them to give it back.
You can check out our previous coverage and reviews of the EyeTV Hybrid for more.
TUAWEyeTV Hybrid shrinks down, gains Win7 compatibility originally appeared on The Unofficial Apple Weblog (TUAW) on Wed, 10 Mar 2010 14:00:00 EST. Please see our terms for use of feeds.




