
One of our Dutch bloggers, Arjan from MobileGamesBlog, had a sit down with Jim Adams from Zeemote for an exclusive interview.
So let's first start with the big news.
"We are very excited to announce that we will launch the Zeemote JS1 controller first in The Netherlands in a bundle with the new SonyEricsson W760i " said Jim Adams from Zeemote.
The Zeemote will not be sold separately (yet). Combine the real motion gaming technology of the W760i and the Zeemote and mobile game lovers will have a killer deal here. After purchasing the W760i, mobile gamers must redeem a voucher to claim their free Zeemote JS1 controller - the W760i will have some Zeemote Ready Games embedded.
The reason for starting in The Netherlands was clear for Zeemote. The Dutch are an excellent public and by releasing the Zeemote JS1 Controller together with certain phones, the market will be able to pick it up quite fast. Also, it allows the company to produce the Zeemote JS1 Controllers at a constant rate without the problems of stocking up complete continents before a product launch.
"The Netherlands is a progressive and innovative market, hungry for devices like the Zeemote JS1 . The market size is just right for a first launch" said Jim Adams
The reason for releasing the Zeemote in a bundle is to guarantee the consumer experience. If the device lands in the shops as a side product, there is no telling on which devices the consumers expect support , which could lead to disappointment as a direct result.
We asked which other devices the Zeemote will be packaged with in the future, but there are no announcements on that yet. Also the next countries for launch are not public at this moment. Jim Adams did let us know that they would love it if Apple would include more Bluetooth functionality into their iPhone SDK as that's the reason why there is no iPhone API yet.
Talking about other mobile gaming gear, Jim explains that there are requests from several publishers for controllers that better fit their mobile games. That is a subject of interest to Zeemote, but we (MGB) reckon that it could be a nightmare to get distribution in place, as a mobile game is still not a physical product.
The company founders have a history in gaming gear for some time already. They even developed force feedback for the first joysticks. So we asked where the Force Feedback was in the Zeemote.
"We have had inquiries to support force feedback. The problem is not the technology as it's real easy to implement. The real problem lies in the battery lifetime. Force Feedback really drains the battery and we want to avoid consumers being disappointed by that. So for now, we rely on the vibration from the phone itself." Said Jim Adams.
The current battery lifetime is 40+ hours, which means 3 to 4 weeks for real active mobile gamers.
Next to the commercial news about the launch, we also discussed some technical details with Jim Adams. One that is on the lips of many developers is the size of the API for connecting with the device.
Jim explained that the company had been doing it's best to squeeze down the API as much as possible already. The company just hopes that the restrictions for filesizes will play no role in the future as new devices are launched in the market.
We also wanted to know if there is any chance of the company developing a native application for smartphones running platforms like Symbian and Windows Mobile. Jim agreed that such a 'driver' would be interesting, as it would enable any application and mobile game to use the Zeemote JS1, even if not supported by the individual developer.
We also wanted to know why the C button is so hard to press (one of our critics when we discussed the device some time ago). The reason seems more obvious then we expected.
"When in a mobile gaming session, users find it hard to control their third and fourth finger. Those are right before the C button which means they might press it at unwanted moments. That is why we ask developers to utilize the A and B buttons for fast actions while the C button would be for deliberate action at certain moments (i.e. switching weapons)."
As always, we ended our interview by asking for Jim's favorite mobile game.
"That would be an old classic; Pac-Man. Namco's Pac-Man just had an unbeatable play pattern which I enjoy a lot."



