French development house DotEmu has a singular mission: to bring quality, classic games to modern devices.  Back in August I had the opportunity to interview DotEmu CEO Xavier Liard regarding the company's announcement of the iPhone as a target platform for its mobile game releases.  Xavier indiacated that that DotEmu's first iPhone release would be an adaptation of the famous, early '90s Amiga platform game, Nicky Boom.

Nicky Boom has just appeared in the App Store [link], published by Chillingo Ltd.

In NickyBoom, the player controls “Nicky,” a little boy on a quest through a fantastical world to save his grandfather form a witch’s spell.  Nicky must defend himself from monsters that inhabit the game world by throwing apple cores, bouncy balls, logs, etc.  The game sports a lively soundtrack and features eight levels based on four different themes including a castle, a swamp, and a dark forest.

Features listed by the developer:

  • Huge worlds with many challenges to overcome
  • Make your path by unlocking ladder, building bond, using wrapper, find the keys, discover various hidden paths and avoid traps
  • Gorgeous and enhanced graphics from the original 90's classic
  • High quality remastered sounds and music
  • Save & load the game at any time

DotEmu has posted an iPhone gameplay video.

DotEmu's earlier, mobile version of Nicky Boom received high marks from PocketPlayers and Pocket PC magazine.

Every fan of this genre will be falling in love with this game. Despite it being a 16 year old game it’s still great to play. The graphics and sounds are among the best there is for pocket pc devices. Retro gamers like me are really gonna like this game, but also for gamers in general this game will be very attractive.

There is a distinct lack of solid 2D platformers in the App Store.  Admittedly, we have only limited experience with this new release, but we like what we've seen so far.  Any iPhone gamer who enjoys platform gaming should seriously consider giving Nicky Boom a try at its $0.99 introductory price.

App Store Link: Nicky Boom, $0.99

  • arn

    a couple of people have tried it here: http://forums.toucharcade.com/showthread.php?t=1918 and seems the digital d-pad isn't great for a couple of people. (I haven't tried it yet.)

  • arn

    a couple of people have tried it here: http://forums.toucharcade.com/showthread.php?t=1918 and seems the digital d-pad isn't great for a couple of people. (I haven't tried it yet.)

  • Bob

    Yeah, but where are Monopoly, Need for Speed and Sim City?

  • Bob

    Yeah, but where are Monopoly, Need for Speed and Sim City?

  • Oliver

    Controls aren't ideal. I launched the big bomb but wanted to go right... But you get used to it and if you pinchzoom the graphics it really makes fun.

  • Oliver

    Controls aren't ideal. I launched the big bomb but wanted to go right... But you get used to it and if you pinchzoom the graphics it really makes fun.

  • Alice

    I've been waiting for a 2D platformer on the iPhone and here it is.
    I've never played this game before so I'm off to buy it pronto.

    More Please!

  • Alice

    I've been waiting for a 2D platformer on the iPhone and here it is.
    I've never played this game before so I'm off to buy it pronto.

    More Please!

  • Oliver

    Ok, it's a really nice game, has full of content etc. That should wonder nobody, since it's a port of a "real" game ;). It fails a bit (not completely) where it comes to the iPhone specific stuff, the controls:

    - The up and jump buttons are combined. That means, when you press up you jump. When you press jump, the up button appears. But you really only need the up when climbing latters. So these buttons have to be separeted. With the current control scheme, you only have to move your left thumb 1mm and you stop running and start to jump.

    - There really really really has to be more space between right and the megabomb. I lost two of my two megabombs just when I wanted to go right and my finger wasn't exactly on the right button, but a bit right of that.

    Since the game was developed for a real display, it is very hard to see the sprites moving. You can scale the game with the standard pinch gesture and then it seems to have the screen size of Mario on the DS, which is fine. But when you play in this zoomed state, it starts to stutter :(.

  • Oliver

    Ok, it's a really nice game, has full of content etc. That should wonder nobody, since it's a port of a "real" game ;). It fails a bit (not completely) where it comes to the iPhone specific stuff, the controls:

    - The up and jump buttons are combined. That means, when you press up you jump. When you press jump, the up button appears. But you really only need the up when climbing latters. So these buttons have to be separeted. With the current control scheme, you only have to move your left thumb 1mm and you stop running and start to jump.

    - There really really really has to be more space between right and the megabomb. I lost two of my two megabombs just when I wanted to go right and my finger wasn't exactly on the right button, but a bit right of that.

    Since the game was developed for a real display, it is very hard to see the sprites moving. You can scale the game with the standard pinch gesture and then it seems to have the screen size of Mario on the DS, which is fine. But when you play in this zoomed state, it starts to stutter :(.

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