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Luna Labs creates playable ads, directly from Unity – TechCrunch

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It seems obvious that the best way to advertise a game is to let people play the game itself — and we’ve covered other startups tackling this problem, such as AppOnboard and mNectar.

But Luna Labs co-founder and CEO Steven Chard said that for most developers, the creation of these ads involves outsourcing: “It might take weeks to make an ad, and the quality of the content at the end could be limited.”

The problem, Chard said, is that most games are built on the Unity engine, while the ads need to be in HTML5, which means that developers often have to build playable ads from scratch — hence the outsourcing.

“There’s this huge demand for playables, but the tech hasn’t caught up with it,” he said. “Our view — and I think why it’s really resonating with developers — we’re saying to developers: Use that same [Unity] editor to create a playable ad. You’re going to give the user a playable ad which genuinely feels like the game.”

In fact, while Luna is officially launching its service to developers this week, it’s already been working with a few partners like Kwalee and Voodoo. Luna says that in Kwalee’s case, the results were good enough that the company spent 60% more than they did on other playable ads, and the Luna playables drove more than 250,000 installs per day.

“Luna is solving a real pain point for our studio, and the initial results have been tremendous,” said Kwalee COO Jason Falcus in a statement. “Integrating the Luna service has allowed us to significantly scale our campaigns by a comfortable margin, to the best results so far.”

Luna’s investors include Ben Holmes (formerly of Index Ventures, backer of King and Playfish) and Chris Lee (who also invested in Space Ape and Hello Games).

Chard said the startup is currently focused on providing tools to developers, rather than getting involved in the ad-buying process. More generally, he said the company has been focused on the technology rather than the business model.

“We’re an early company with a very, very complex piece of technology — it’s taken a lot of time to get where we are,” he said. “We’re not doing it for free, but the focus isn’t on short-term profitability. It is, in the longer term, on creating a scalable product which can be used by developers.”

Chard added that eventually, he’s hoping Luna can become more involved in “at the content creation level.” For example, he suggested that developers could use the technology to test out playable concepts and see what resonates, before building a full game.

You can test it out for yourself on the Luna Labs website.

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Arcade1Up pinball cabinet review: Fine for families, interesting for modders

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Enlarge / Say hello to the Arcade1Up Attack From Mars physical pinball cabinet. The chassis is physical; its games are all virtual. Read below to understand what the heck that means.

Sam Machkovech

If you’re of a certain generation, chances are you have imagined (or, at this point in your adulthood, built) your own home arcade that resembles something out of the golden ’80s era. One useful path to making this a reality, especially in tighter quarters, is the “multicade,” an invention that squishes multiple games into a single cabinet.

But what if your old-school gaming dreams revolve around something bigger and bulkier, particularly pinball? Until recently, your options were either buying a bunch of original pinball cabinets or building your own ground-up emulation solution. And the latter is complicated by the realities of how pinball plays and feels.

I’ve wondered how long it would take for that to change in the gaming-nostalgia market, especially as companies like Arcade1Up produce and sell more multicade cabinets for home use. The time for change is now, evidently, thanks to a handful of manufacturers producing pinball multicades. Arcade1Up in particular launched three distinct pinball emulation cabinets this year, each revolving around a different license.

Thanks to Arcade1Up, I’ve gone hands-on with arguably the most interesting product in its 2021 pinball line: a collection of 10 classic tables, all created by Williams during its arcade heyday but emulated for more convenient home play. What exactly does $600 get you in terms of emulation and build quality?

Time to get Mad and Medieval

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Game Boy Advance game gets split-screen multiplayer through new FPGA core

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Developer Robert Peip shows off some split-screen Game Boy Advance multiplayer gaming through his new FPGA core.

Here at Ars, we’re big fans of situations where emulation creates a classic gaming experience that’s actually better than what you could get with original hardware in some way or another. In the past, that has meant upsampling rotated sprites in SNES’ “Mode 7” games or adding “widescreen” support to NES games or mitigating the controller lag that was built into certain older consoles or overclocking an emulated SNES to remove slowdown without ruining gameplay timing.

The latest emulation-powered retro-gaming upgrade to cross our paths greatly simplifies an oft-overlooked capability built in to many Game Boy Advance titles. Namely, it adds the ability to play multiplayer titles in split screen on a single display.

This upgrade is the work of Robert Peip, a developer who’s spent years working on field-programmable gate arrays (FPGAs). These days, Peip works primarily on the MiSTer FPGA an open source project that recreates classic gaming hardware extremely accurately through emulation “cores” that replicate every single logic gate involved in the schematics of the original system (most of Analogue’s high-end retro hardware is similarly powered by FPGA cores). Such cores are currently available for consoles ranging from the Odyssey 2 through the Neo Geo era and more.

Peip’s new “special version” of the Game Boy Advance FPGA core works relatively simply, running two GBA cores in a single MiSTer. As Peip explains, “you get 2 raw GBA cores, one connected to SDRAM, one connected to DDR3, communicating directly inside the FPGA. Sound is used from Core 1 only.”

Thus, games originally designed to be played on two consoles connected via link cable can now be played in split screen on a single MiSTer with a single connected display, as shown in this demonstration video. Peip says that “most multiplayer games should be supported,” a statement that presumably includes original Game Boy games (which work on a GBA link-cable through a supported secondary mode).

Playing these multiplayer GBA games on original hardware required two separate consoles, two copies of the game, and a GBA link cable, ensuring most casual players probably never even bothered (some GBA games offered limited multiplayer with just one cartridge). And while previous GBA emulators have offered link-cable support, even that required a LAN or Internet connection between two separate machines with two separate displays. While some RetroPie users have done a bit of finagling to get multiplayer games for the original Game Boy working via split screen, we’ve never seen a similar one-machine, one-display solution for Game Boy Advance multiplayer games before this.

Peip’s turnkey test core for multiplayer GBA emulation is currently only available by supporting his Patreon, and it is currently missing features like savestates, fast forward, and visual filters available on other GBA cores. Still, we’re excited to have a new, easier-to-use method to try the oft-ignored multiplayer modes in some classic portable titles. Now if we could only get split-screen support for those four-player GBA titles…

Listing image by Nintendo

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Peter Jackson’s 6-hour Beatles documentary confirmed for Disney+ this November

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Peter Jackson’s next six-hour epic is finally coming out this year—and in a first for the acclaimed director, the film will launch directly to a streaming service. It will also be broken up into episodes.

The Beatles: Get Back, an expansive documentary originally announced for a theatrical run this August, has had its release strategy tweaked. On Thursday, Jackson and Disney confirmed that the entire project will launch exclusively on Disney+ during this year’s American Thanksgiving holiday. Each third of the documentary will launch on the streaming service on November 25, 26, and 27. As of press time, Disney hasn’t said how the film will reach audiences outside of Disney+’s supported territories. Neither Jackson nor Disney clarified how the original theatrical run might have worked or whether the global pandemic forced anyone’s hand.

Today’s news confirms that Jackson had an abundance of footage to work with. Roughly three years ago, the remaining Beatles handed him access to a musical holy grail: over 60 hours of previously unseen video recordings, mostly capturing the Beatles working on the album Let It Be and rehearsing for, and then performing, the band’s legendary 1969 rooftop concert in London.

Jackson stitched the footage together with access to what Disney calls “over 150 hours of unheard, restored audio”—meaning yes, somehow Apple Corps. still has some tapes in hiding after this many Beatles special edition albums, anthologies, video games, and Cirque du Soleil collaborations. For further context on the Let It Be recording sessions, the film will be paired with a physical book full of photos and original interviews, now delayed to an October launch.

Jackson’s comments in today’s news, as provided by Disney to members of the press, imply that he indeed sought to release a long documentary: “I’m very grateful to the Beatles, Apple Corps., and Disney for allowing me to present this story in exactly the way it should be told.” He also commented on the original documentary footage, filmed by Michael Lindsay-Hogg, as something that is “not nostalgia—it’s raw, honest, and human.”

The Beatles: Get Back will launch on a Thursday, thus breaking Disney+’s latest initiative of launching new series episodes on Wednesdays instead of Fridays. If anyone can break a newly sacrosanct Disney+ rule, it has to be the Beatles.

Listing image by The Walt Disney Company / Apple Corps / Wingnut Films

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