The best Amazon Prime Day deals you can still grab

The best Amazon Prime Day deals you can still grab

Makula Dunbar
Contributor

Makula Dunbar is a writer with Wirecutter.

More posts by this contributor

Summer road trip tech essentials and extras
Gear for making outdoor fitness more enjoyable

Editor’s note: This post was done in partnership with Wirecutter. When readers choose to buy Wirecutter’s independently chosen editorial picks, Wirecutter and TechCrunch may earn affiliate commissions. Read Wirecutter’s continuously updated list of deals here.
Amazon Prime Day this year, despite its slow start, broke records and boosted the fortunes of its competitors. And now that it’s over, we found some deals you can still take advantage of.

Asus ROG Swift PG279Q 27 Inch
Street Price: $740; Deal Price: $690
A new low price on our gaming monitor pick for Nvidia graphics card users. While it only beats our previous low by a few bucks, this monitor has been stubborn about sticking to $740.
The Asus ROG Swift PG279Q 27 Inch is our G-Sync pick in our guide to the best gaming monitors. David Murphy wrote, “Our pick had the best contrast ratio and lowest measured black levels among our finalists, which helps bring out detail in movies and games; it has all the input connections you need, as well as a built-in USB 3.0 hub; and it’s incredibly adjustable.”

AmazonBasics High-Speed HDMI Cable (15 foot)
Street Price: $11; Deal Price: $7
At $7 for a 15 foot cable, this is a new low price. We haven’t seen any discount for this particular size since 2017 and the street price typically sticks to $11.
The AmazonBasics High-Speed HDMI Cable is the top pick in our guide to cheap, great HDMI cables. “The AmazonBasics High-Speed HDMI Cable is a no-frills HDMI cable, but with HDMI, frills aren’t necessary,” Geoffrey Morrison wrote. “The cable is sturdily built and works with any video signal of today (and probably ones into the near future). Both the 3- and 15-foot lengths passed all our tests, including HDR tests.”

DJI Spark Fly More Combo
Street Price: $550; Deal Price: $500
Down to $500 in all available colors, this is a solid drop from a typical price of $550 for the DJI Spark Fly More Combo, a bundle that includes the Spark, controller, extra battery and other accessories.
The DJI Spark is our entry-level pick for drone photography in our guide to the best drones. “If all you want is something to capture aerial footage on occasion for personal use and social-media sharing, you can save several hundred dollars by getting the DJI Spark,” Mike Perlman wrote. “Despite weighing half as much as the Mavic and folding up to about the size of your hand, it has all the important features you need from a video drone: 1080p video recording, image and flight stabilization, collision-avoidance technology and an included controller, and smart-flight modes like ActiveTrack (tracks and follows a subject) and gesture controls all come standard.”

Lutron Caséta (2 of our top in-wall wireless light switch and dimmer pick + control hub + 2 remotes)
Street Price: $160; Deal Price: $120
If you’re looking for a Lutron Caséta starter kit this is a good deal on one that includes two switches, one bridge and two remotes. Usually priced at $160, the price drops to $120 at checkout, this matches the lowest price we’ve seen.
The Lutron Caséta Wireless In-Wall Dimmer and the Lutron Caséta Smart Bridge are the top picks in our guide to the best in-wall wireless light switch and dimmer. Rachel Cericola wrote, “After spending more than 30 hours swapping out switches, flipping switches, programming timers, and talking to experts, we’ve decided that the Lutron Caséta Wireless In-Wall Dimmer is the best wireless in-wall dimmer switch for most people. It’s phase-adaptive, so it can work with any lighting load; it’s the easiest to physically install; and like the other eight units we tested, it features straightforward remote control and scheduling.”

Philips Hue White A19 4-Pack 60W
Street Price: $50; Deal Price: $40
For those of you who want a set of smart LED light bulbs but don’t want or need the added price for color, a 4-pack of 60W Philips Hue bulbs is an excellent deal matching the previous lowest price on the white variant of our top pick for best smart LED light bulbs.
“Setting up Hue lights requires a few simple steps, much like any other smart-home device. The gateway connects to your home router or network switch via a wired Ethernet port,” Grant Clauser wrote. “This connects the system to your network and allows you to control the lights with a smartphone or tablet connected wirelessly to the same network.”

Q Acoustics 3020
Street Price: $270; Deal Price: $243
At $243 from a street price of $270, this is the lowest price we’ve seen for a pair of Q Acoustics 3020 in either the American Walnut finish or graphite color. These colors are typically priced lower than the black and white colors, but if you absolutely must have either of those, they are also down to the lowest price we’ve seen at $289 from $320.
The Q Acoustics 3020 is the top pick in our guide to the best bookshelf speakers for most stereos. “The Q Acoustics 3020 pair reproduces music of all genres with great detail and clarity on a wide soundstage. Despite each speaker’s compact size, the set delivers both strong bass and accurate vocals,” Chris Heinonen wrote. “These speakers are efficient, too, which means they can play louder with less-powerful receivers and amplifiers. The compact, rounded-corner design comes in four finishes to help this set fit in with a wider variety of decors.”

Roku Streaming Stick
Street Price: $45; Deal Price: $35
Recently we’ve been seeing a lot of price fluctuations between $40 and $50, so it’s nice to see this media streaming device down to a new low price of $35. Prior to this deal the best price we’ve seen is $39.
The Roku Streaming Stick is the runner-up pick (if you don’t need 4K) in our guide to the best media streaming devices. Chris Heinonen wrote, “If you don’t need to stream UltraHD 4K content, the Roku Streaming Stick is the best option available today. It is almost identical to the Streaming Stick+, but supports only 1080p resolution and doesn’t have the external Wi-Fi antenna. If you know you aren’t going to get a 4K TV in the future, or are just looking to upgrade an existing 1080p TV or projector, it offers the same content selection, search, and performance of our main pick.”

Fujifilm X-T2
Street Price: $1500; Deal Price: $1,100
The high-end Fujifilm camera we recommend is down to a new low price of $1,100 from a street price of $1,500. The deal is for the black color and only the body without a lens. Prior to this sale the lowest price we’ve seen is $1,400, although there were some deals around Black Friday for the camera with a lens.
The Fujifilm X-T2 is the top pick for experienced shooters and pros in our guide to the best Fujifilm cameras. Amadou Diallo wrote, “The Fujifilm X-T2 represents a significant investment into your photography, and that’s before you even consider adding any of Fujifilm’s well-regarded lenses. But its sensor outperforms what you get in many DSLRs, providing impressively detailed images in even very dark lighting conditions.”

ChargeTech Portable Power Outlet
Street Price: $190; Deal Price: $130 w/ code AMUZISNW
Use the code AMUZISNW to get this price. It’s the lowest price we’ve seen so far, and only $8 more than our top pick, but with 30 percent more mAh/charge.
The ChargeTech Portable Power Outlet is our runner-up pick for laptop charging in our guide to the best portable AC battery pack. “If our top pick is unavailable or you need a little more power to keep a larger laptop going, get the ChargeTech Portable Power Outlet,” Mark Smirniotis wrote. “It has the same 85 W output as the Jackery PowerBar, so it can power the same types of laptops and electronics, but with an extra 25 percent capacity, this ChargeTech model will last a bit longer—handy if you’re frequently on long-haul flights or working in the field.”

littleBits Rule Your Room Kit
Street Price: $80; Deal Price: $40
Down to $40 when typically it’s priced around $85, this is an all-time low price for this electronics kit. Prior to this deal the lowest price we’ve seen is $56. We doubt this deal will last more than a few days, at most, so don’t wait — grab it at this low price if you know a would-be inventor.
The littleBits Rule Your Room Kit is the upgrade pick in our guide to the best electronics kits for kids and beginners. “Kids can create a piggy-bank alarm, a catapult, or an invention of their own using modular pieces that snap together magnetically. Each project takes more time and produces a more satisfying, practical device than those in the other kits we tested,” Signe Brewster wrote. “The Rule Your Room Kit comes with the fewest pieces and sample projects among our field of competitors, but because littleBits encourages the incorporation of everyday items into the projects, the kit feels like it offers more possibilities than other kits of similar size.”

Acton Blink Lite
Street Price: $225; Deal Price: $200
Back down to $200, this is a nice deal on this recommended electric skateboard. The Acton Blink Lite is our budget pick for lighter riders in our guide to the best electric skateboard. If you’re a sub-180-pound rider who isn’t looking to spend a ton, this is a good opportunity to save some cash. While the street price has dropped in recent months, it’s still a solid discount.
“The Acton Blink Lite may not be the most powerful board around, but it’s a phenomenal value considering its price, and it would be a good gift for the young skater in your life,” Jack Smith wrote. “But despite the lack in power, we found riding the Blink Lite to be a blast, largely due to its nimble mini-cruiser design and small size. It’s also significantly cheaper than most other boards available.”
Because great deals don’t just happen on Prime Day, sign up for our daily deals email and we’ll send you the best deals we find every weekday. Also, deals change all the time, and some of these may have expired. To see an updated list of current deals, please go here.

Source: Gadgets – techcrunch

Summer road trip tech essentials and extras

Summer road trip tech essentials and extras

Makula Dunbar
Contributor

Makula Dunbar is a writer with Wirecutter.

More posts by this contributor

Gear for making outdoor fitness more enjoyable
Gadgets and small appliances that will keep you in the kitchen

Editor’s note: This post was done in partnership with Wirecutter. When readers choose to buy Wirecutter’s independently chosen editorial picks, Wirecutter and TechCrunch may earn affiliate commissions.
Gearing up for a pleasant road trip entails more than picking an exciting destination. The mode of transportation, and what you’re able to do while traveling, sometimes makes or breaks hours spent on the road.
Whether you’re taking an older car on a short solo excursion, or piling in with family and friends for a cross-country drive, your road trip gear and setup can add to the experience. We’ve gathered some of our favorite picks that cover the basics.

iPad Headrest Mount: Arkon Center Extension Car Headrest Tablet Mount
If getting comfortable in a backseat and watching a movie sounds like an ideal way to pass time, do so with the help of a tablet mount. The Arkon Center Extension Car Headrest Tablet Mount securely holds iPads and most 9- to 12-inch tablets.
It attaches to the metal rods of the front seat headrest and its holster is attached to an extendable arm that can be positioned so one or multiple backseat passengers can get a clear view.
Photo: Rik Paul
Car GPS: Garmin DriveSmart 51 LMT-S
Before the wheels start rolling, knowing where you’re going and how to get there is likely the first order of business. Using a standalone car GPS means your smartphone doesn’t have to be held hostage and you don’t have to rely on a live data connection.
The Garmin DriveSmart 51 LMT-S has maps and a database with points of interest built in so that navigation — even off of the beaten path — is straightforward. It works via Bluetooth, can display alerts or searches from a smartphone and its maps are updated over Wi-Fi. During testing, its voice-control system was the simplest to use and its audible directions were the most precise.
You’ll like that its 5-inch touchscreen displays easy-to-follow lanes and road signs, along with nearby stops and speed limits.

Bluetooth Kit: Anker SoundSync Drive
There’s no fun in a road trip that doesn’t include your favorite podcasts and music playlists. Older cars without built-in Bluetooth pose a problem when it comes to streaming curated entertainment from a smartphone.
Bypass installing a new stereo system and use an inexpensive Bluetooth kit instead. We recommend the Anker SoundSync Drive for cars with an aux-in port as well as other options for different setups. The SoundSync Drive will allow you to listen to music and makes hands-free calls.
It offers high-quality audio that’s on par and better than competitors we tested, and it has convenient track-control buttons. Keep it powered by plugging its USB-A charging cable into any car charger or USB power source.
Photo: Michael Hession
Car Mount: iOttie Easy One Touch 4 Air Vent Mount
For a car mount that won’t get in the way of other devices that have to be placed on a windshield or dashboard, we recommend the iOttie Easy One Touch 4 Air Vent Mount. It fits into an air vent and its grip — which is secured by long rubber-lined arms and a spring-loaded clamp — places it above similar models.
Its cradle holds firm, it can be placed on vents of all thicknesses and it’s easy to position. The Easy One Touch 4 Air Vent Mount’s build makes it easy to access and it works against weighing down vent slats.
Photo: Nick Guy 
USB Car Charger: RAVPower RP-VC006
The RAVPower RP-VC006 USB car charger is small but packs a punch (up to 2.4 amps) with two USB ports for powering smartphones or tablets. It isn’t difficult to insert or remove, and when it’s dark outside, its LED and white ports make it easy to locate.
We like that it’s compact and doesn’t stick out too far. The RAVPower RP-VC006 plugs into a 12-volt power jack and it’s capable of charging two devices — simultaneously and in little to no time. It comes with a lifetime warranty, and if you’re concerned about misplacing it or running out of juice, it’s cheap enough to buy a few.
This guide may have been updated by Wirecutter.
When readers choose to buy Wirecutter’s independently chosen editorial picks, Wirecutter and Engadget may earn affiliate commissions.

Source: Gadgets – techcrunch

Gadgets and small appliances that will keep you in the kitchen

Gadgets and small appliances that will keep you in the kitchen

Makula Dunbar
Contributor

Makula Dunbar is a writer with Wirecutter.

More posts by this contributor

The best home Wi-Fi and networking gear
Worthwhile gadget upgrades for the tech-obsessed

Editor’s note: This post was done in partnership with Wirecutter. When readers choose to buy Wirecutter’s independently chosen editorial picks, Wirecutter and TechCrunch earn affiliate commissions.                                                             

When life gets busy, cooking is one of the first activities that many forego to get a bit more free time. However, after a while, ordering out and eating sub-par meals gets old. Kitchen gadgets that assist in quickly preparing meals and drinks are not only helpful but essential in creating balance — and time — to conquer the day.
Whether it’s a cold brew coffee maker that saves you money or sous vide gear that’ll upgrade your chef skills, we’ve gathered some of our favorite appliances that are enjoyable to use — and that give you another reason to spend more time in the kitchen.
The OXO Good Grips Spiralizer comes with three blade attachments (from left to right): a ⅛-inch spaghetti blade, a ribbon blade, and a ¼-inch fettuccine blade. Photo: Michael Hession
Spiralizer: OXO Good Grips Spiralizer
Thinking about the steps that go into making a really good salad or vegetable dish is enough to make some grab a take-out menu. If you always jump at the opportunity to cross chopping and dicing fresh vegetables off of your agenda, a spiralizer is a simpler alternative to use when prepping food. The OXO Good Grips Spiralizer is our top recommendation; it creates noodles, ribbons and chips that can be used as garnish or a full meal. After you secure it to your countertop, choose a blade and select your vegetable (or fruit) of choice, this gadget does the majority of the work. Pile your zucchini noodles or butternut squash ribbons high and freeze them to be eaten later in the week.

Personal Blender: NutriBullet Pro 900 Series
Most would agree that the effort it takes to make a smoothie is usually more than worth it. After researching more than 24 models, we tested 10 personal blenders and chose the NutriBullet Pro 900 Series as our top pick. Compared to other blenders we put to the test, it performed best powering through kale, frozen fruit, fresh ginger fiber and dates, as well as a mid-range full-size blender. It’s a great device to have on hand, it pays for itself and quickly produces whatever puree or smoothie you’re in the mood for. Consider an immersion blender for soups and purees that you want to cook in a pot or that call for ingredients that won’t fit in a personal blender.
Photo: Michael Hession
Electric Pressure Cooker: Instant Pot Duo 6-Quart
Aside from being able cook a meal — or the most time-consuming components of a meal — in one pot, the biggest perk of using an electric pressure cooker is finishing the task in a fraction of the time. The Instant Pot Duo 6-Quart has three temperature settings and can be used for slow-cooking and sautéing. New cooks or those intimidated by stove-top pressure cookers can rest assured knowing that electric pressure cookers are safe, durable and easy to use. It’ll come in handy more often than not, as you can make almost anything, including stews, sushi rice, braised meat and even cake.
Photo: Tim Barribeau
Sous Vide Cooker: Anova Precision Cooker Wi-Fi
When it’s time to impress your friends or do something in the kitchen that’s cooler than the norm, breaking out a sous vide cooker will do the trick. The Anova Precision Cooker Wi-Fi is an immersion circulator, which means it simultaneously circulates and heats water in which vegetables, eggs, steak, salmon, Greek yogurt and a list of other foods can be cooked. It clips to the side of a variety of containers and pots, and although it doesn’t require Wi-Fi to work, it enables its timer and temperature to be controlled from anywhere. You’ll need to vacuum seal your food before it’s cooked — and for a finishing sear we recommend using the Bernzomatic TS8000 searing torch.
The OXO brewer makes flavorful, money-saving concentrate, looks good on a counter and is easier to use and store than any other pick. Photo: Michael Hession
Cold Brew Coffee Maker: OXO Good Grips Cold Brew Coffee Maker
If grabbing coffee at your local café has become a routine, making it at home can be a thing, too. There’s no better time than the summer to invest in a cold brew coffee maker if waking up, getting out the door or surviving the day requires a caffeine boost. We like the OXO Good Grips Cold Brew Coffee Maker because it’s compact and has a great design. More importantly, it produced the boldest, most flavorful cup of coffee during testing — plus, its features make brewing and storing coffee easy. Cold brew machines are the best option for iced coffee that’s otherwise diluted and weaker-tasting when it’s made from refrigerated hot-brewed coffee.
This guide may have been updated by Wirecutter. Note from Wirecutter: When readers choose to buy our independently chosen editorial picks, we may earn affiliate commissions that support our work.

Source: Gadgets – techcrunch

Inside Atari’s rise and fall

Inside Atari’s rise and fall

Jamie Lendino
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Jamie Lendino is the editor-in-chief of Extreme Tech.

By the first few months of 1982, it had become more common to see electronics stores, toy stores, and discount variety stops selling 2600 games. This was before Electronics Boutique, Software Etc., and later, GameStop . Mostly you bought games at stores that sold other electronic products, like Sears or Consumer Distributors. Toys ’R’ Us was a big seller of 2600 games. To buy one, you had to get a piece of paper from the Atari aisle, bring it to the cashier, pay for it, and then wait at a pickup window behind the cash register lanes.
Everyone had a favorite store in their childhood; here’s a story about one of mine. A popular “destination” in south Brooklyn is Kings Plaza, a giant (for Brooklyn) two-story indoor mall with about 100 stores. My mother and grandmother were avid shoppers there. To get to the mall from our house, it was about a 10-minute car service ride. So once a week or thereabouts, we’d all go. The best part for me was when we went inside via its Avenue U entrance instead of on the Flatbush Avenue side. Don’t ask me what went into this decision each time; I assume it depended on the stores my mother wanted to go to. All I knew was the Avenue U side had this circular kiosk maybe 50 feet from the entrance. The name has faded from memory. I remember it was a kind of catch-all for things like magazines, camera film, and other random stuff.
But the most important things were the Atari cartridges. There used to be dozens of colorful Atari game boxes across the wall behind the counter. When we walked up to the cashier’s window, there was often a row of new Atari games across the top as well. Sometimes we left without a new cartridge, and sometimes I received one. But we always stopped and looked, and it was the highlight of my trip to the mall each time.
For whatever reason, I remember the guy behind the counter gave me a hard time one day. I bought one of Atari’s own cartridges—I no longer remember which, but I’m almost sure it was either Defender or Berzerk—that came with an issue of Atari Force, the DC comic book. I said I was excited to get it. The guy shot me a dirty look and said, “You’re buying a new Atari cartridge just for a comic book?” I was way too shy to argue with him, even though he was wrong and I wanted the cartridge. I don’t remember what my mother said, or if she even heard him. Being too shy to protest, I sheepishly took my game and we both walked away.
Mattel Stumbles, While Atari Face-Plants
Mattel began to run into trouble with its Intellivision once the company tried to branch out from sports games. Because Mattel couldn’t license properties from Atari, Nintendo, or Sega, it instead made its own translations of popular arcade games. Many looked better than what you’d find on the 2600, but ultimately played more slowly thanks to the Intellivision’s sluggish CPU. Perhaps the most successful was Astrosmash, a kind of hybrid of Asteroids and Space Invaders, where asteroids, space ships, and other objects fell from the sky and became progressively more difficult. Somewhat less successful were games like Space Armada (a Space Invaders knock off).
Mattel also added voice synthesis—something that was all the rage at the time—to the Intellivision courtesy of an add-on expansion module called Intellivoice. But only a few key games delivered voice capability: Space Spartans, Bomb Squad, B-17 Bomber (all three were launch titles), and later, Tron: Solar Sailer. The Intellivoice’s high cost, lack of a truly irresistible game, and overall poor sound quality meant this was one thing Atari didn’t have to find a way to answer with the 2600.
These events made it easier for Atari to further pull away from Mattel in the marketplace, and it did so—but not without a tremendous self-inflicted wound. A slew of new 2600 games arrived in the first part of 1982. Many important releases came in this period and those that followed, and we’ll get to those shortly. But there was one in particular that the entire story arc of the platform balanced on, and then fractured. It was more than a turning point; its repercussions reverberated throughout the then-new game industry, and to this day it sticks out as one of the key events that ultimately did in Atari.
Pac-Man (Atari, March 1982)

The single biggest image-shattering event for the 2600—and Atari itself—was the home release of its Pac-Man cartridge. I can still feel the crushing disappointment even now. So many of my friends and I looked forward to this release. We had talked about it all the time in elementary school. Pac-Man was simply the hottest thing around in the arcades, and we dreamed of playing it at home as much as we wanted. The two-year wait for Atari to release the 2600 cartridge seemed like forever. Retailers bought into the hype as well. Toy stores battled for inventory, JC Penney and Kmart bought in big along with Sears and advertised on TV, and even local drug stores started stocking the game. And yet, what we got…wasn’t right.
Just about everyone knows how Pac-Man is supposed to work, but just in case: You gobble up dots to gain points while avoiding four ghosts. Eat a power pellet, and you can turn the tables on the ghosts, chase them down, and eat them. Each time you do so, the “eyes” of the ghost fly back to the center of the screen and the ghost regenerates. Eat all the dots and power pellets on the screen, and you progress to the next one, which gets harder. Periodically, a piece of fruit appears at the center of the screen. You can eat it for bonus points, and the kind of fruit denotes the level you are on (cherry, strawberry, orange, and so on).
But that’s not the game Atari 2600 owners saw. After securing the rights to the game from Namco, Atari gave programmer Tod Frye just five weeks to complete the conversion. The company had learned from its earlier mistakes and promised Frye a royalty on every cartridge manufactured (not sold), which was an improvement. But this was another mistake. The royalty plus the rushed schedule meant Frye made money even if the game wasn’t up to snuff, and thus Frye had incentive to complete it regardless. Atari also required the game to fit into just 4KB like older 2600 cartridges, rather than the newer 8KB size that was becoming much more common by this point. That profit-driven limitation heavily influenced the way Frye approached the design of the game. To top it all off, Atari set itself up for a colossal failure by producing some 12 million cartridges, even though there were only 10 million 2600 consoles in circulation at the time. The company was confident that not only would every single existing 2600 owner buy the game, but that 2 million new customers would buy the console itself just for this cartridge.
We all know how it turned out. The instruction manual sets the tone for the differences from the arcade early on. The game is now set in “Mazeland.” You eat video wafers instead of dots. Every time you complete a board, you get an extra life. The manual says you also earn points from eating power pills, ghosts, and “vitamins.” Something is definitely amiss.
Pac-Man himself always looks to the right or left, even if he is going up or down. The video wafers are long and rectangular instead of small, square dots. Fruits don’t appear periodically at the center of the screen. Instead, you get the aforementioned vitamin, a clear placeholder for what would have been actual fruit had there been more time to get it right. The vitamin always looks the same and is always worth 100 points, instead of increasing as you clear levels. The rest of the scoring is much lower than it is in the arcade. Gobbling up all four ghosts totals just 300 points, and each video wafer is worth just 1 point.
The ghosts have tremendous amounts of flicker, and they all look and behave identically, instead of having different colors, distinct personalities, and eyes that pointed in the right direction. The flicker was there for a reason. Frye used it to draw the four ghosts in successive frames with a single sprite graphic register, and drew Pac-Man every frame using the other sprite graphic register. The 2600’s TIA chip synchronizes with an NTSC television picture 60 times per second, so you end up seeing a solid Pac-Man, maze, and video wafers (I can still barely type “video wafers” with a straight face), but the ghosts are each lit only one quarter of the time. A picture tube’s phosphorescent glow takes a little bit to fade, and your eye takes a little while to let go of a retained image as well, but the net result is that the flicker is still quite visible.
It gets worse. The janky, gritty sound effects are bizarre, and the theme song is reduced to four dissonant chords. (Oddly, these sounds resurfaced in some movies over the next 20 years and were a default “go-to” for sound designers working in post-production.) The horizontally stretched maze is nothing like the arcade, either, and the escape routes are at the top and bottom instead of the sides. The maze walls aren’t even blue; they’re orange, with a blue background, because it’s been reported Atari had a policy that only space games could have black backgrounds (!). At this point, don’t even ask about the lack of intermissions.
One of Frye’s own mistakes is that he made Pac-Man a two-player game. “Tod used a great deal of memory just tracking where each player had left off with eaten dots, power pellets, and score,” wrote Goldberg and Vendel in Atari Inc.: Business is Fun. Years later, when Frye looked at the code for the much more arcade-faithful 2600 Ms. Pac-Man, he saw the programmers were “able to use much more memory for graphics because it’s only a one player game.”
Interestingly, the game itself is still playable. Once you get past the initial huge letdown and just play it on its own merits, Pac-Man puts up a decent experience. It’s still “Pac-Man,” sort of, even if it delivers a rough approximation of the real thing as if it were seen and played through a straw. It’s worth playing today for nostalgia—after all, many of us played this cartridge to death anyway, because it was the one we had—and certainly as a historical curiosity for those who weren’t around for the golden age of arcades.
Many an Atari 2600 fan turned on the platform—and Atari in general—after the release of Pac-Man. Although the company still had plenty of excellent games and some of the best were yet to come, the betrayal was immediate and real and forever colored what much of the gaming public thought of Atari. The release of the Pac-Man cartridge didn’t curtail the 2600’s influence on the game industry by any means; we’ll visit many more innovations and developments as we go from here on out. But the 2600 conversion of Pac-Man gave the fledgling game industry its first template for how to botch a major title. It was the biggest release the Atari 2600 had and would ever see, and the company flubbed it about as hard as it could. It was New Coke before there was New Coke.
Grand Prix (Activision, March 1982)

The next few games we’ll discuss further illustrate the quality improvements upstart third-party developers delivered, in comparison with Atari, which had clearly become too comfortable in its lead position. First up is Activision’s Grand Prix, which in hindsight was a bit of an odd way to design a racer . It’s a side-scroller on rails that runs from left to right, and is what racing enthusiasts call a time trial. Although other computer-controlled cars are on the track, you’re racing against the clock, not them, and you don’t earn any points or increase your position on track for passing them.
Gameplay oddities aside, the oversized Formula One cars are wonderfully detailed, with brilliant use of color and animated spinning tires. The shaded color objects were the centerpiece of the design, as programmer David Crane said in a 1984 interview. “When I developed the capability for doing a large multicolored object on the [2600’s] screen, the capability fitted the pattern of the top view of a Grand Prix race car, so I made a racing game out of it.” Getting the opposing cars to appear and disappear properly as they entered and exited the screen also presented a problem, as the 2600’s lack of a frame buffer came into play again. The way TIA works, the 2600 would normally just make the car sprite begin to reappear on the opposite side of the screen as it disappeared from one side. To solve this issue, Crane ended up storing small “slices” of the car in ROM, and in real time the game drew whatever portions of the car were required to reach the edge of the screen. The effect is smooth and impossible to detect while playing.
The car accelerates over a fairly long period of time, and steps through simulated gears. Eventually it reaches a maximum speed and engine note, and you just travel along at that until you brake, crash into another car, or reach the finish line. As the manual points out, you don’t have to worry about cars coming back and passing you again, even if you crash. Once you pass them, they’re gone from the race.
The four game variations in Grand Prix are named after famous courses that resonate with racing fans (Watkins Glen, Brands Hatch, Le Mans, and Monaco). The courses bear no resemblance to the real ones; each game variation is simply longer and harder than the last. The tree-lined courses are just patterns of vehicles that appear on screen. Whenever you play a particular game variation, you see the same cars at the same times (unless you crash, which disrupts the pattern momentarily). The higher three variations include bridges, which you have to quickly steer onto or risk crashing. During gameplay, you get a warning in the form of a series of oil slicks that a bridge is coming up soon.
Although Atari’s Indy 500 set the bar early for home racing games on the 2600, Grand Prix demonstrated you could do one with a scrolling course and much better graphics. This game set the stage for more ambitious offerings the following year. And several decades later, people play games like this on their phones. We just call titles like Super Mario Run (a side-scroller) and Temple Run (3D-perspective) “endless runners,” as they have running characters instead of cars.
Activision soon became the template for other competing third-party 2600 developers. In 1981, Atari’s marketing vice president and a group of developers, including the programmers for Asteroids and Space Invaders on the console, started a company called Imagic. The company had a total of nine employees at the outset. Its name was derived from the words “imagination” and “magic”—two key components of every cartridge the company planned to release. Imagic games were known for their high quality, distinctive chrome boxes and labels, and trapezoidal cartridge edges. As with Activision, most Imagic games were solid efforts with an incredible amount of polish and were well worth purchasing.
Although Imagic technically became the second third-party developer for the 2600, the company’s first game didn’t arrive until March 1982. Another company, Games by Apollo, beat it to the punch by starting up in October 1981 and delivering its first (mediocre) game, Skeet Shoot, before the end of the year.
But when that first Imagic game did arrive, everyone noticed.
Demon Attack

At first glance, the visually striking Demon Attack looks kind of like a copy of the arcade game Phoenix, at least without the mothership screen (something it does gain in the Intellivision port). But the game comes into its own the more you play it. You’re stuck on the planet Krybor. Birdlike demons dart around and shoot clusters of lasers down toward you at the bottom of the screen. Your goal is to shoot the demons all out of the sky, wave after wave.
The playfield is mostly black, with a graded blue surface of the planet along the bottom of the screen. A pulsing, beating sound plays in the background. It increases in pitch the further you get into each level, only to pause and then start over with the next wave. The demons themselves are drawn beautifully, with finely detailed, colorful designs that are well animated and change from wave to wave. Every time you complete a wave, you get an extra life, to a maximum of six.
On later waves, the demons divide in two when shot, and are worth double the points. You can shoot the smaller demons, or just wait—eventually each one swoops down toward your laser cannon, back and forth until it reaches the bottom of the screen, at which point it disappears from the playfield. Shoot it while it’s diving and you get quadruple points. In the later stages, demons also shoot longer, faster clusters of lasers at your cannon.
The game is for one or two players, though there’s a cooperative mode that lets you take turns against the same waves of demons. There are also variations of the game that let you shoot faster lasers, as well as tracer shots that you can steer into the demons. After 84 waves, the game ends with a blank screen, though reportedly a later run of this cartridge eliminates that and lets you play indefinitely. If I were still nine years old, I could probably take a couple of days out of summer and see if this is true. I am no longer nine years old.
Demon Attack was one of Imagic’s first three games, along with Trick Shot and Star Voyager. Rob Fulop, originally of Atari fame and one of Imagic’s four founders, programmed Demon Attack. In November 1982, Atari sued Imagic because of Demon Attack’s similarity to Phoenix, the home rights of which Atari had purchased from Centuri. The case was eventually settled. Billboard magazine listed Demon Attack as one of the 10 best-selling games of 1982. It was also Imagic’s best-selling title, and Electronic Games magazine awarded it Game of the Year.
“The trick to the Demon Attack graphics was it was the first game to use my Scotch-taped/rubber-banded dedicated 2600 sprite animation authoring tool that ran on the Atari 800,” Fulop said in 1993. “The first time Michael Becker made a little test animation and we ran Bob Smith’s utility that successfully squirted his saved sprite data straight into the Demon Attack assembly code and it looked the same on the [2600] as it did on the 800 was HUGE! Before that day, all 2600 graphics ever seen were made using a #2 pencil, a sheet of graph paper, a lot of erasing, and a list of hex codes that were then retyped into the source assembly code, typically introducing a minimum of two pixel errors per eight-by-eight graphic stamp.”
Although you can draw a line from Space Invaders to just about any game like this, Demon Attack combines that with elements of Galaga and Phoenix, with a beautiful look and superb gameplay all its own.
Pitfall! (Activision, April 1982)

A watershed moment in video game history, David Crane’s Pitfall! was one of the best games released for the 2600. As Pitfall Harry, your goal is to race through the jungle and collect 32 treasures—money bags, silver bars, gold bars, and diamond rings, worth from 2,000 to 5,000 points each. Jump and grab vines, and you soar over lakes, quicksand, and alligators, complete with a Tarzan-style “yell.” You can stumble on a rolling log or fall into a hole, both of which just dock you some points. Each time you fall into quicksand or a tar pit, drown in a lake, burn in a fire, or get eaten by an alligator or scorpion, you lose a life. When that happens, you start the next one by dropping from the trees on the left side of the screen to keep playing.
Pushing the joystick left or right makes Pitfall Harry run. He picks up treasure automatically. Holding the stick in either direction while pressing the button makes him jump, either over an obstacle or onto a swinging vine (running into the vine without jumping also works). Push down while swinging to let go of the vine. You also can push up or down to climb ladders.
In an incredible feat of programming, the game contains 255 screens, with the 32 treasures scattered throughout them. The world loops around once you reach the last screen. Although Adventure pioneered the multiroom map on the 2600, Pitfall! was a considerably larger design. Crane fit the game into the same 4KB ROM as Adventure. But rather than storing all 255 screens as part of the ROM—which wouldn’t have fit—Crane’s solution was not to store the world in ROM at all. Instead, the world is generated by code, the same way each time. This is similar to games like Rogue, but even in that case, the game generates the world and then stores it during play. Pitfall! generates each screen via an algorithm, using a counter that increments in a pseudorandom sequence that is nonetheless consistent and can be run forwards or backwards. The 8 bits of each number in the counter sequence define the way the board looks. Bits 0 through 2 are object patterns, bits 3 through 5 are ground patterns, bits 6 and 7 cover the trees, and bit 7 also affects the underground pattern. This way, the world is generated the same way each and every single time. When you leave one screen, you always end up on the same next screen.
“The game was a jewel, a perfect world incised in a mere [4KB] of code,” Nick Montfort wrote in 2001 in Supercade: A Visual History of the Videogame Age, 1971-1984.
You get a total of three lives, and Crane points out in the manual that you need to use some of the underground passages (which skip three screens ahead instead of one) to complete the game on time. The inclusion of two on-screen levels—above ground and below ground, with ladders connecting them—makes the game an official platformer. And the game even gives you some say in where to go and what path you take to get there. Pitfall Harry is smoothly animated, and the vines deliver a genuine sensation of swinging even though the game is in 2D.
The game’s 20-minute timer, which approximates the 22-minute length of a standard half-hour television show, marked a milestone for console play. It was much longer than most arcade games and even cartridges like Adventure, which you could complete in a few minutes. The extra length allows for more in-depth play.
“Games in the early ’80s primarily used inanimate objects as main characters,” Crane said in a 2011 interview. “Rarely there would be a person, but even those weren’t fully articulated. I wanted to make a game character that could run, jump, climb, and otherwise interact with an on-screen world.” Crane spent the next couple of years tinkering with the idea before finally coming up with Pitfall!. “[After] only about 10 minutes I had a sketch of a man running on a path through the jungle collecting treasures. Then, after ‘only’ 1,000 hours of pixel drawing and programming, Pitfall Harry came to life.”
Crane said he had already gone beyond that 4KB ROM limit and back within it many times over hundreds of hours. Right before release, he was asked to add additional lives. “Now I had to add a display to show your number of lives remaining, and I had to bring in a new character when a new life was used.” The latter was easy, Crane said, because Pitfall Harry already knew how to fall and stop when he hit the ground. Crane just dropped him from behind the tree cover. “For the ‘Lives’ indicator I added vertical tally marks to the timer display. That probably only cost 24 bytes, and with another 20 hours of ‘scrunching’ the code I could fit that in.”
Pitfall! couldn’t have been timed more perfectly, as Raiders of the Lost Ark was the prior year’s biggest movie. The cartridge delivered the goods; it became the best-selling home video game of 1982 and it’s often credited as the game that kickstarted the platformer genre. Pitfall! held the top spot on Billboard’s chart for 64 consecutive weeks. “The fine graphic sense of the Activision design team greatly enriches the Pitfall! experience,” Electronic Games magazine wrote in January 1983, on bestowing the cartridge Best Adventure Videogame. “This is as richly complex a video game as you’ll find anywhere…Watching Harry swing across a quicksand pit on a slender vine while crocodiles snap their jaws frantically in a futile effort to tear off a little leg-of-hero snack is what video game adventures are all about.” Pitfall!’s influence is impossible to overstate. From Super Mario Bros. to Prince of Persia to Tomb Raider, it was the start of something huge.

The preceding was an excerpt from “Adventure: The Atari 2600 at the Dawn of Console Gaming” by Jamie Lendino.

Source: Gadgets – techcrunch

Latin America’s Movile is quietly building a mobile empire

Latin America’s Movile is quietly building a mobile empire

By 2020, Brazilian mobile giant, Movile, wants to improve the lives of more than one billion people through its apps. The company began its mission in 1998 selling gaming, news and SMS messaging services to mobile operators in Brazil. After receiving its first investment from South African-based global investor Naspers 10 years ago, Movile grew into one of the largest and most successful mobile companies in Latin America, with more than 150 million monthly active users of its apps and estimated revenues over $240 million.

Movile’s app, PlayKids, propelled the company to the global stage. A platform that offers educational products and content for children, PlayKids in 2014 reached more than 6 million downloads within a year of launching, and 5 million active users per month.

From there, Movile turned its attention to an unprecedented strategy of mergers and acquisitions in Latin America. The company’s expansion strategy included investments in more than 20 other mobile companies, such as iFood and Sympla, two of the most prominent players in Latin America’s mobile space today.

Here’s a look at how Movile went from local success story in Brazil to one of the largest mobile companies in Latin America — and its next steps for mobile success worldwide.

The PlayKids launching pad

By 2012, Movile was the largest mobile services company in Brazil. With more than 150 employees, the company established its core offerings in mobile payments, mobile commerce and other B2B mobile solutions. Movile’s teams successfully opened offices in Mexico, Colombia, Argentina and Venezuela, which they achieved through the acquisition of another mobile company with a similar business model, CycleLogic. But it wasn’t until the launch of PlayKids in 2013 that one of Movile’s creations landed in the hands of millions of users around the world.

By June 2014, PlayKids had users in more than 30 countries and was one of the top-grossing children’s apps of all time. The success of PlayKids allowed Movile to build key relationships with tech firms in Silicon Valley, including Apple and Google, for the distribution of the company’s apps, and Facebook for marketing them.

Also by this time, Movile had more than 700 employees working from 11 offices in six countries, and began the next chapter in their story: ramping up their investments in other mobile companies. Movile used this strategy not only to continue its expansion across the region, but also to fend off any foreign competition eyeing Latin America’s increasingly lucrative mobile market. By 2014-2015, Latin America was the fastest-growing smartphone market in the world with 109.5 million smartphone units sold in the region.

Becoming Latin America’s mobile powerhouse

2014 marked a big year for Movile. The company invested $1.6 million into online food delivery startup iFood in the past, but an additional $2.6 million investment in 2014 led to the purchase of an iFood competitor, Central Delivery. Movile’s investments in iFood and its buy-out of the competition took the iFood app from 25,000 orders per month to more than one million orders per month.

Movile’s goal was simple: take a fast-moving startup and help it grow beyond what the founding team ever thought possible.

The insights and data that Movile gathered during its strategic venture capital investments in iFood were critical. During this time, Movile built the foundation for its investments that followed shortly after, and learned how to make them a success. With each new investment, Movile’s goal was simple: take a fast-moving startup and help it grow beyond what the founding team ever thought possible by infusing cash, human capital and any technical resources or expertise that the startup could possibly need.

Movile quickly solidified its M&A strategy, its processes and its position as a leader in Latin America’s mobile market. To continue financing its growth through acquisitions, Movile raised another $55 million from Innova Capital, Jorge Paulo Lemann and FINEP in its Series D round in 2014. This new round of financing led to even more acquisitions, including the acquisition of Rapiddo, ChefTime and FreshTime. It also allowed the company to make additional investments in LBS Local, the owners of Apontador, MapLink, Cinepapaya and TruckPad.

Bundling an empire

In 2015, after a handful of investments in food-related startups, Movile’s appetite for the food and delivery space continued to grow. Naspers and Innova Capital infused another $40 million (Series E) into Movile in 2016. Movile then boosted its iFood and Just EAT platforms with another $50 million. With access to all of Movile’s resources, iFood quickly rose as a leader in online food delivery in Latin America, with 6.2 million monthly orders and a growing presence in multiple countries, including Brazil, Mexico, Colombia and Argentina.

Movile’s venture capital model became so successful that iFood replicated the same model themselves. iFood took part in more than 10 mergers and acquisitions, including the acquisition of SpoonRocket, a San Francisco-based online food delivery service. iFood acquired SpoonRocket’s technology to help it expand its reach across Latin America.

In 2016, Movile’s Rappido app acquired on-demand courier service 99Motos, and then Movile made investments in Sympla (a DIY-ticketing platform for events), while raising another $40 million (Series F) from Naspers and Innova Capital. By 2017, Movile raised an additional $53 million (Series G) from Naspers and Innova Capital, bringing Naspers’ share of Movile to 70 percent.

On the road to one billion

With no shortage of cash, Movile now has plans to put more than half of its latest $53 million Naspers investment into Rapiddo Marketplace. Movile believes they can transform the Rapiddo Marketplace into a one-stop-shop for a variety of consumer transactions ranging from food delivery and event tickets to refilling mobile credit and hailing rides. Included in this ambitious plan is a payments platform similar to PayPal called Zoop, which handles all digital payments and makes the Rapiddo Marketplace a single platform that can integrate many — if not all — of Movile’s other applications.

If a path does not yet exist, Movile will simply build, acquire or bundle its way to make it happen.

Movile’s mission is no easy feat; however, if the company is to achieve its goal of touching the lives of one billion people through its apps, there may never be a better time. Movile’s all-in-one mobile platform concept is reminiscent of China’s Tencent, which established a number of successful paid services based on its applications. Tencent is currently worth half a trillion dollars and rising, with investments from Naspers and earnings of almost $22 billion last year.

Tencent allows merchants in China to sell their products and receive payments through WeChat, China’s largest mobile messaging app used by more than one billion people. Using an application with widespread adoption and popularity, Tencent is able to continuously add layers and layers of services, precisely what Movile plans to do now with its mobile companies in Latin America.

Movile believes it can be just as successful as Tencent because the Latin American mobile market strikes a number of similarities with Southeast Asian countries. On the other hand, skeptics believe that since Latin America lacks a WeChat-like application to unify the region, it will be difficult to achieve the same level of success. But if we’ve learned anything from Movile, it’s that if a path does not yet exist, Movile will simply build, acquire or bundle its way to make it happen.

Wavy, Movile’s latest endeavor, could achieve this. The business, which bundles Movile’s 400+ content partner companies, 100 million active user base and 40 Latin American mobile carrier businesses, is already one of the largest global players in this space based on sheer numbers alone. The Wavy portfolio incorporates a wide range of products, including educational content and apps, B2B messaging services such as chatbots, SMS, RCS and voice messaging, as well as partnerships with companies in the gaming, bots and apps space.

The race is on among global mobile platform providers and device manufacturers to become the first to offer a total mobile user experience. However, there are very few companies that will ever be able to replicate the range of products and services Movile has developed, making it one of the most remarkable mobile success stories of our time — and one that’s not over yet.

Source: Mobile – Techcruch

Tech devices that make for great last-minute gifts for anyone

Tech devices that make for great last-minute gifts for anyone

Makula Dunbar
Contributor

Makula Dunbar is a writer with Wirecutter.

Editor’s note: This post was done in partnership with Wirecutter . When readers choose to buy Wirecutter’s independently chosen editorial picks, it may earn affiliate commissions that support its work.
It should be easy to give a gift. But it can be hard trying to choose which gift to give. That’s especially true with technology, where products tend to be more functional than emotional. Here’s what matters most: finding a present that connects to the recipient, creates a sense of enjoyment, and that they’re actually going to use. Here are five tech gifts that will appeal to almost anyone.
Jaybird X3 Wireless Sport Earbuds

The Jaybird X3 earbuds are designed for working out, but their design and great audio makes them perfect for anyone on the go. The X3’s interchangeable tips and fins offer a highly customizable, comfortable fit. Overall sound is high quality out of the box, but we like that the companion Jaybird app allows a tailored listening experience. Eight hours of playback time means you’ll be set throughout multiple workouts or a full work day.
Amazon Echo (2nd generation) Voice-Controlled Speaker
While there’s more than enough buzz surrounding voice-controlled speakers, they’re not yet considered a standard home item. But we think they’re helpful, and we know that a lot of folks find them incredibly useful for ordering food, listening to audiobooks, streaming music, or controlling their appliances and lighting. Our favorite is the Amazon Echo (2nd generation), which does more (and does it better) than any other current model. It supports a huge list of smart-home devices—including thermostats, light bulbs, and vacuums, and it has a set of skills, including offering custom weather, news and calendar alerts. (Note: If you’re giving one of these devices as a gift, make sure the recipient’s preferred music service is supported; Amazon’s devices, for example, work with its own Prime Music service, as well as Spotify, but not with Apple Music.)
Jackery Bolt USB Battery
A convenient device (which at times doubles as a lifesaver) is a gift that anyone would consider a necessity. We researched more than 300 USB power banks and battery packs and tested 40, naming the Jackery Bolt as our top pick. The Jackery Bolt is made out of aluminum and is the perfect size for carrying around in your bag or pocket every day. It has two connector cables (one Lightning and one MicroUSB), and its 6000 mAh battery has enough power to charge a medium-sized smartphone twice.
Nixplay Seed Digital Photo Frame

The Nixplay Seed digital photo frame is perfect way to keep faraway friends and family members in sight. Since it’s Wi-Fi-enabled, you can be anywhere and use social media platforms, cloud storage, or your smartphone to upload pictures. It’s a great gift because new and old moments can be shared anytime, giving viewers more reasons to touch base with you. It has a high-resolution IPS display that can show images in landscape or portrait orientation. The photo frame’s remote and sensor—which turns the device off when no one’s in the room — lets you choose what you want to see at your convenience. Multiple people can create photo playlists through the Nixplay website, or add pictures to be shown by sending them through email. With 8GB of storage it has the capacity to hold roughly 25,000 smartphone photos.
GoPro Hero5 Black Action Camera

The GoPro Hero5 Black is our top pick for action cameras because it can be used for everyday filming, capturing memories during travel adventures, and is great in environments that aren’t suitable for larger, pricier camera equipment. It doesn’t have a clunky case, but it’s still waterproof. For those who usually place tech integration at the top of their gear list, the GoPro Hero5 Black also has a touchscreen interface and voice-control capabilities. During testing we found its footage to be crisp and clear with accurate color in addition to sound quality that’s worth keeping in professional edits.
Garmin Vivosport Fitness Tracker
If you’re looking for a way to jumpstart your exercise routine and you haven’t picked up a fitness tracker, now’s the time.  We’ve tested 23 fitness trackers over the past three years and think the Garmin Vivosport is the best option. Its built-in GPS, long-lasting battery life and color display set it apart from others. In addition to monitoring your workouts (including strength-training reps), it helps keep tabs on your sleep and stress levels, and is Bluetooth-enabled for IOS and Android integration with streaming music and notifications.
This guide may have been updated by Wirecutter.
Note from Wirecutter: When readers choose to buy our independently chosen editorial picks, we may earn affiliate commissions that support our work.

Source: Gadgets – techcrunch