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Archive for March, 2009

Id Announces 'Wolfenstein 3D Classic' for iPhone

Tuesday, March 24th, 2009

picture-20Id Software published a lengthy letter from John Carmack who describes the development of the iPhone version of Wolfenstein 3D Classic. This classic first person shooter has been submitted to the App Store with the source code released to the public.

Wolfenstein 3D was first released in 1992 for the PC and was massive success and was the precursor to modern first person shooters.

Id's site describes the iPhone version:

  • Wolfenstein 3D Classic is non-stop action and all of the memorable enemies are there for you to conquer from Hans Grosse to MechaHitler!
  • Includes all six original episodes with 60 classic levels and unforgettable weapons like the brutal chain gun
  • Choose clever new touch controls or drive with the tilt controls to halt the diabolical Nazi schemes.

Carmack's development log about the title is quite interesting, especially to iPhone developers. He also reports that Classic Doom will be coming soon.

There seems some confusion on the final pricing of the app, though by our read, we feel id will be charging for the application. Due to the GPL licensing, the source code, however, is free to download, compile and even re-release into the App Store. This may certainly spawn a number of Wolfenstein 3D derivative products.

Wolfenstein 3D Classic is not yet available for the App Store.

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IGF Mobile Winners Announced at GDC 2009

Tuesday, March 24th, 2009

igfm_logoThe Independent Games Festival Mobile awards ceremony has just drawn to a close at GDC 2009 and Touch Arcade was in attendance.

Back in January, IGF released its list of finalists competing for awards in seven categories and $30,000 in prize money.  This year's competition included two new award categories: Next Great Mobile Game, in which developers take the stage in an attempt to best pitch their upcoming titles, and Best iPhone Game.

This year's finalists were:

IGF Mobile Best Game:

  • Cubic Republic (IKS Mobile) – Flash Lite
  • Smiles (Sykhronics Entertainment) – iPhone/iPod touch
  • Fieldrunners (Subatomic Studios) – iPhone/iPod touch
  • Edge (Mobigame) – iPhone/iPod touch
  • Wardive (And-or) – Nintendo DS

Innovation in Mobile Game Design:

  • Wardive (And-or) – Nintendo DS
  • Galcon (Hassey Enterprises) – iPhone/iPod touch
  • Eliss (Steph Thirion) – iPhone/iPod touch

Achievement in Art:

Technical Achievement:

Audio Achievement:

  • Radio Flare (Studio Radiolaris) – iPhone/iPod touch
  • Zen Bound (Secret Exit) – iPhone/iPod touch
  • Edge (Mobigame) – iPhone/iPod touch

Best iPhone Game -- Presented by ngmoco:

  • Edge (Mobigame) – iPhone/iPod touch
  • Dizzy Bee (Igloo Games) – iPhone/iPod touch
  • Fieldrunners (Subatomic Studios) – iPhone/iPod touch
  • Zen Bound (Secret Exit) – iPhone/iPod touch
  • Frenzic (The Iconfactory) – iPhone/iPod touch

Of those finalists, the following took home the prize:

  • Next Great Mobile Game: Reflection (Team Reflection) - Nintendo DS
  • Mobile Audio Achievement Award: Zen Bound (Secret Exit) - iPhone
  • Technical Achievement: Real Racing (Firemint) - iPhone
  • Art: Fieldrunners (Subatomic Studios) - iPhone
  • Design: Galcon (Hassey Enterprises) - iPhone
  • Best iPhone Game: Zen Bound (Secret Exit) - iPhone
  • IGF Mobile Best Game: Fieldrunners (Subatomic Studios) - iPhone

Congratulations to the the winners!  It's hard to believe, looking at this impressive list, that iPhone gaming did not even exist at last year's Game Developers Conference.  It's exciting to picture what's in store for next year's event.

best_mobile_game_gdc_2009
Best Mobile Game winners Jamie Gotch and Sergei Gourski

zen_bound_igf_winner
Secret Exit took the prize for Best iPhone Game

The IGF Mobile 2009 competition was supported by Platinum and Founding Sponsor NVidia as well as Gold Sponsor and Best iPhone Game prize sponsor ngmoco.

'GI Joyride' Gameplay Video, On Sale for $0.99

Tuesday, March 24th, 2009

774371_5Trapdoor Inc recently dropped the price of their on-rails stunt racer GI Joyride [App Store] to $0.99.

The game was originally released at $2.99, and is certainly a high quality production, but with its single gameplay scenario, $0.99 certainly becomes a more attractive price.

The game puts you in charge of an APC vehicle and the goal is simply to drive for as long as possible while killing Nazi's and performing tricks (wheelies, flips) to beat your personal records. Simple acceleration, braking and tilt controls help keep your vehicle in balance. If you slow down too much or flip on your back, the game ends.

While there is only one level of unlimited length, the course features do randomize between plays.

Reader game impressions are provided in the initial discussion thread, with some specific thoughts posted here.

App Store Link: GI Joyride, $0.99 (Sale)

Upcoming Gravity Game 'Graviton'

Monday, March 23rd, 2009

Virtway today posted a preview video of their upcoming iPhone gravity game, Graviton.  Fans of retro classic Thrust will certainly find their interest piqued by this one.

After devastating the largest cities of Earth and extracting all of its natural resources, the Xugg'zak left behind a planet buried in debris.

As the pilot of the Graviton ship, your mission is to salvage the scarce energy spheres that the Xugg'zak have left behind, and take them to a safe place where will be processed to rebuild what's left from the human race.

The developer lists the following features:

  • Jaw-dropping 3D graphics
  • Realistic physics
  • World-wide online ranking
  • 3 levels of difficulty
  • Easy control customization and calibration
  • In-game tutorials to get you started

Stay tuned for further details.

[ Thanks Arta ]

'Monster Trucks Nitro' Now Available

Monday, March 23rd, 2009

RedLynx Ltd's Monster Trucks Nitro [App Store], which we previewed earlier,  has appeared in the App Store at a price of $1.99.

monster trucks nitro screen

Features as listed by the developer:

  • Real Monster Trucks physics with iPhone
  • Unique Bubble Level rotation control
  • Includes multiple camera modes including Holographic Pro camera mode
  • Extremely powerful RedLynx Monster Truck and Miniclip monster Trucks
  • Extra achievement Trucks Schoolbus Monster Truck and Formula Monster Truck
  • 8 thrilling tracks with medal achievements, including among others the famous ones like The Loop, The Gap and The Nitromus oximus
  • Top hiscores lists for each track
  • Gesture camera controls

The game is being discussed in a lengthy thread in our forums in which the game has been met with mixed reviews and complaints of a short playtime, with some users having framerate issues.  Forum member Big_Albie gives his critique of the game, which reveals some of the complains readers are finding with the title.

App Store Link: Monster Trucks Nitro, $1.99

Hermitworks' Quake-based 'Space Trader' Awaiting Approval

Monday, March 23rd, 2009

space5

We had a chance to speak briefly with Cameron Tofer of Hermitworks on their upcoming iPhone trading game Space Trader. We previously previewed the game in March.

The game offers you the chance to seek out power and riches as you become increasingly proficient as an interstellar trader of highly sought after merchandise. Assume the role of a Space Trader trying to make a profit buying and selling commodities, everything from medical supplies to food and precious metals. The goal is to make as much money possible within the time limit. Visit various locations in search of the best deal and be sure to look for side quests to help you achieve the highest score.

space2The game resembles a much enhanced version of Dope Wars where you buy and sell items from individuals between locations in an effort to make a profit.

The values of these commodities can change from place to place and over time based on market events.

The goal of the game is to make as much money within a given amount of time ("180 days"). Traveling to the different planets (there are 3 in the initial version) can take anywhere from 8 to 25 days, so you need to plan ahead to maximize your profits. Tofer reports that an average gaming session may take about 30 minutes to complete, but could take up to 2 hours if you explore all the contacts and opportunities. The game's iPhone claim-to-fame, however, is that it may become the first official App Store game based on the Quake 3 engine.

space4

At each location, you explore each station through a 1st person perspective interface. Quite telling is that the fact that both Hermitworks and Ngmoco independently settled on very similar control schemes for their 1st person games. Left side is a virtual control pad that controls movement, while the right side controls the view. We picked up the game and found the controls easy to use and quite natural. There is no combat, however, in this version, so your interactions are primarily walking and talking to people.

Space Trader has been submitted to the App Store for approval and is expected to be sold at an introductory price of $0.99. Tofer also let us know they had a lot of updates planned over time to further improve the iPhone experience.

Space Trader on the PC is a larger multi-player game, and the company expressed interest in this possibility for the iPhone version. Other planned enhancements include a combat system that will be used in solving specific missions as well as an extensive achievement system to enhance replayability.

Ngmoco Announces Rolando 2, Rolando 3, and Secret Exit Collaboration

Monday, March 23rd, 2009

bestgamesOpening the first day of GDC Mobile, Ngmoco CEO Neil Young gave a keynote speech titled "Why the iPhone Just Changed Everything."

The talk gave some interesting insight into how mobile gaming has evolved and how he sees Ngmoco's role in the ecosystem. Most interesting to gamers, however, were a few title announcements scattered throughout his presentation.

Fans of Zen Bound [App Store] and Spin will be pleased to find out that Ngmoco and Secret Exit are collaborating on a new game. No details on the game were provided, but Young stressed that they would bring each company's respective "super powers" together in order to build on each others strengths.

Meanwhile, Young also revealed that the Rolando level pack update was just the first of several. Between now and the end of May, Ngmoco is planning on releasing 3 more free level pack updates with 5 levels each. Bringing the total number of free add-on levels to 20 for Rolando

rolando2

Rolando 2 ("Quest for the Golden Orchid") was also announced for a June release with 4 worlds/36 levels and will also be followed by a similar level-pack update system to bring 20 more levels by October. Finally, Rolando 3 will then be released in November, with the same free level packs released in followup.

Stay tuned for more GDC coverage at TouchArcade.com.

Firemint Answers Reader Questions about 'Real Racing'

Monday, March 23rd, 2009

mint3After our profile and interview with Firemint about their upcoming Real Racing game, we opened the forum up to followup questions from readers.

Firemint provided detailed answers in two separate posts: one and two. We've included some of the highlights below:

Q: Seems like this is going for the "sim" racing experience (which has been missing from app store thus far). As such i feel the physics engine will need to be great to achieve that. ... What sort of effects are included in the physics model? Will things like tyre grip, aerodynamics, centrifugal affects, downforce, drag, fuel - weight etc be modeled accurately?

Firemint: I am continually surprised by the depth of knowledge on these forums. All the things you mentioned are included in our model except for fuel and its effect on changing the weight. Having said that, our aerodynamic modelling is pretty simplified.

One critical component of the car model is suspension and the way that the weight of the car shifts to different tyre patches and affects steering, braking and acceleration forces. When it comes to car simulation, weight shifting and the rubber on the road is 90% of the problem. Centrifugal effects arise naturally from the rigid body physics model. Aerodynamics, engine and drive train simulation are all important but can be simulated to 90% accuracy with extremely simple approximations (so that is how we simulated them, simply). They tend not to make or break the fun factor.

After including all of these things, we have had to manipulate the model to ensure that it is, above all, heaps of fun. We are aiming for the handling to feel fun and realistic and you have to make some compromises on realism to achieve this. However we aren't just tearing up the rule book like a street racing game. In that sense, we still say that we are a sim.

One example of a little cheat that maybe I shouldn't admit to: all the cars are modelled like a rear wheel drive. This is fine for the muscle cars, but probably not so realistic for hatchbacks which should be front wheel drive. However, we think rear wheel drive behaviour is more fun than front wheel drive!

Q. Will other AI cars make mistakes or try and take you out?

Yes, they are actually quite mean at the moment, but you can be equally mean back. We have tried to make the AI a little more like how people play. Instead of getting everything perfect, they will sometimes slide out themselves and get in trouble. There are moments in the videos where you can see this. We're still refining the AI and with further focus testing we may still change our approach on this.

Q. Can we play music from iPod, with sound effects?

Firemint: Yes.

Q. Are the cars and tracks unique or based on real life versions?

Firemint: They are unique. We had a lot of discussions surrounding licensing early on, and it wasn't an easy decision not to go for it. The decision to avoid licensing was to maintain the fullest creative control. Once we made this decision, we actually felt quite liberated. We are now able to focus on a very pure sort of design.

Q. Is their online muliplayer like in Raging Thunder. Or even just local WiFi multiplayer? I'm talkin' trading paint, not comparing times...

Firemint: We’ll be able to answer these questions closer to release!

Q. Is there car damage?

Firemint: No. We like the idea but there are tradeoffs involved. We haven't ruled out car damage as a future direction for Real Racing.

mint5Q: In previous videos we saw awesome graphics. Although they still look good, what happened? They look downgraded...

Firemint: It’s hard to answer this, because the game on device is looking better than ever. Screenshots and videos are something different from the actual game. Some of those screenshots look very unflattering compared to the real thing. The videos are probably more representative than screenshots but they suffer from their own problems.

There have been occasional mentions of frame rate problems in the video. This kind of makes me cry, because the problem is with the HD video playback in Flash and often Firefox, not the game. My computer cannot play back HD video from YouTube at more than 10 or 15 fps, and sometimes it is really choppy. Most computers can play it back fine, I think it is related to Firefox and Flash 9. This is not about Internet bandwidth, it is about the video playback engine itself. I can tell you that the game is running smoother than the video, even when the video is playing back as intended.

Also, while speaking of frame rate, our 1080i video camera cannot effectively capture at more than 25 fps because of the interlacing. The game however gets fps of up to 40. The more technical people here will understand the potential aliasing issues this introduces in the video.

Another example of unflattering shots is when you capture dynamic reflective lighting in a screenshot. A screenshot captures only one moment in time, but it is the movement of light over a surface that impresses.

There are other issues too, like color balance etc. Long and short of it: We don't have the online tools to demonstrate to you how smoothly the game runs and how beautiful the graphics and effects are on device. Like a photographer, sometimes you can capture what you are seeing and experiencing, sometimes you can't.

There is so much to talk about on this subject that maybe I should blog about it sometime. We have gone to lengths to provide raw assets, whether we consider them representative or not. So we are frustrated to see some games provide off-device screenshots and say "don't worry it is 'representative'". We are giving you raw stuff, as high def as we can get it, because we don’t want to use those tricks.

Q: Bonus question: A few people have commented on the apparent difficulty of staying on the track.

Firemint: ...we got a bit carried away by the cool offroad effects and included too many of those in the video. The cars aren't on rails so while it's possible to go off road, a decent driver won't have any problems staying on.

To read the other answers, please visit the original discussion thread, and our original interview article which includes a high definition video of the game.

Firemint's Real Racing will become available in the App Store in April.

Retro 'Chip-8 Emulator' Hits the App Store

Saturday, March 21st, 2009

chip-8 screenGeardome has just released their free Chip-8 Emulator [App Store] for the iPhone and iPod touch.  Pretty much one for hardcore retro fans only, Geardome's offering emulates the CHIP-8 virtual machine, initially released in the late '70s on the COSMAC VIP and Telmac 1800 8-bit machines.  CHIP-8 is an interpreted programming language developed to facilitate the easy creation of video games.

Chip-8 Emulator comes bundled with 30 very-low-res public domain games, among them: a Space Invaders clone, a Breakout clone, a Tron lightcycles clone, a Tic-Tac-Toe game, a Joust clone, and a Pipe Dreams clone.  The games play rather slowly and are about as pixellated as you could imagine.  But it isn't the games that make this title truly noteworthy.

Chip-8 Emulator is the first "game console" emulator we've seen appear in the App Store.  (Frotz was the first ever game emulator in to appear in the store.)  While many emulators exist in the jailbreak world, by our count there are now but two in the App Store.  It is known that Apple is not highly anxious to allow the use of foreign executables (which is what emulators do, by nature) on the iPhone.

But, first Frotz, and now this.  Does the arrival of Chip-8 Emulator betoken the arrival of emulators of more complex computers and consoles in the App Store?  Let's hope so.  A  number of oldschool game publishers have released the rights to their aged wares.

We'll keep an eye on the emulator situation and bring word of any future release in the App Store.

App Store Link: Chip-8 Emulator, Free

Star Defense 3D Tower Defense Video

Saturday, March 21st, 2009

Ngmoco has released a gameplay video of their upcoming Star Defense game. As a tower defense game, the gameplay should be roughly similar to Fieldrunners, The Creeps or 7 Cities.

The general goal for these games is to protect your base from wave-after-wave of enemies by building up tower defenses. You can traditionally purchase new towers based on money you receive from destroying the enemies.

Ngmoco has provided very few details of this game beyond an early screenshot and this video:

Give 'Puzzle Prism' a Try with a Free Lite Version

Friday, March 20th, 2009

One game we think hasn't gotten the attention it deserves is Puzzle Prism [App Store]. We briefly reviewed the game back in February and found it to be a really well done Tetris variant.

In this age of premium $0.99 titles, I fear that some will balk at the $3.99 price. But, you know, they can’t all be gory action-adventure epics. Sometimes you just need this sort of classic “go to” game on your iPhone. One that’s fun, plotless, and has long term replayability. Well, here it is.

We're not sure if our review drove that many sales to the title, but fortunately the developers have released a Lite version to try [App Store].

The free download actually adds a new "Time Trial" mode that is distinct from the "Standard" and "Extra" modes found in the full version. Time Trial limits you to two minutes to attain a higher score and may even be of interest to those who already own the full game.

Both full and lite versions of the game only track your highest 3 scores, and we agree with some commenters that a more fleshed out high score system would be nice. They have, however, added a global high score submission to the full version which allows you to see how you compare to all other players.

This gameplay video (not filmed by us) shows a rushed look at the full version of the game:

App Store Link: Puzzle Prism Lite, Free, Puzzle Prism, $3.99

'Galaxy on Fire' Space Commerce Shooter Coming to iPhone

Friday, March 20th, 2009

The App Store will soon be seeing an iPhone version of Fish Labs' highly rated mobile handset title Galaxy on Fire.  A 3D space shooter in the vein of Elite, Wing Commander, and Star Fox, Galaxy on Fire challenges the player pilot to complete a series of missions, ranging from safely arriving at a set destination to seeking out and destroying enemy ships to escorting and defending allied craft, all set against the backdrop of an expansive space commerce system.

The mobile handset version takes place in a game universe featuring 10 different species of life forms, 20 different kinds of spaceships, and a commerce simulation between 500 planets and space stations.  A mere arcade shooter, this is not.

Enhancements in the iPhone version:

  • Cinematic graphics with realistic, real-time lighting
  • Extremely high-quality in-game and menu sound effects and music
  • Improved AI
  • New survival mode with high scores
  • New interface design
  • Two control modes: Touch with virtual analogue stick and sensor controls
  • 180° rotatable display depending on the preferred orientation of the headset connection

Fish Labs indicates that the iPhone version of Galaxy on Fire has seen a major overhaul compared with the mobile handset original.

The majority of the game has been completely revised so that this milestone in mobile gaming can display its full glory on the iPhone. Thus, all objects, textures, and backgrounds have been completely reworked and harmoniously staged with realistic, real-time lighting. The soundtrack has also been recomposed with elaborate instrumentation. Dozens of sounds have been integrated for various weapons, explosions, and many other effects.

Mobile Game Faqs' review of the mobile handset version was glowing.

Could this be the best mobile game of 2006?
...
The graphics are absolutely stunning. Some of the best graphics I have ever seen on a phone and the 3D rendering is gorgeous. There are little cut scenes of your fighter flying in and other ships milling about space stations and planets. The space effects in the background are really well done and you get a great sense of detail when you fly close to explosions or coloured cosmic dust and you see the screen brighten quite a bit. The care taken on animating the ships is stunning and the animation is some of the fastest I've seen on a phone yet.
...
The playability is amazing. The game is a really really really really enjoyable space action sim. ... The ship flies really well and you can upgrade the ship after earning money through missions. In addition to this you get loot from missions which you can sell and later on, when the galaxy becomes pretty big, there's a definite trading element involved. You meet a really large array of characters all with their individual personality traits. ... The game excels on the action front as the space battles can be very fast and frenetic. There will be times you're flying through asteroid fields and trying to get a decent shot on and others where it's full Return of the Jedi action with loads of ships and cruisers flying around.

See Fish Labs' gameplay video for a glimpse of the iPhone game in action.

Galaxy on Fire looks to offer a truly impressive combination of white-knuckle shooter action and the sort of depth, thanks to the game's commerce system, that should provide ample replay value to iPhone gamers.  Could this be the next Elite?

We're quite anxious to get our hands on this one and will provide a full review when it hits the App Store.  The game is currently being enthusiastically discussed in our forums.

Galaxy on Fire is set for a release release towards the end of this month and is expected to debut at $5.99.

Doodle Jump Takes PapiJump to the Next Level

Friday, March 20th, 2009

Making it through our backlog of games, I ran across a nice little game called Doodle Jump [App Store] by Lima Sky. The game is clearly inspired by Sunflat's classic PapiJump [App Store, Free] and I was ready to simply call it a PapiJump clone and be done with it.

But Lima Sky seems to have added a number of nice enhancements to the basic gameplay that takes the game to the next level. Sunflat tried to do this themselves with PapiJump Plus [App Store] but I found Doodle Jump's enhancements far more successful.

The game plays exactly like PapiJump with the same feel and accelerometer sensitivity. Tilt your iPhone left and right and you can adjust the characters movement. Jumping on the platforms make you jump higher. With PapiJump, that was all there was to the game.

In Doodle Jump, brown platforms breakaway so you need to avoid those. Meanwhile, platforms with springs send you jumping much higher. Blue moving platforms quickly appear, as do enemies that must be shot (tap on the screen) or avoided. Eventually UFOs and blackholes appear to thwart your ascent.

Another nice touch is the inclusion of global high-score markers on the right side of the screen. As you ascend you can see who you are beating and can submit your score at the end.

Fans of Papi Jump who are looking for a little more will certainly enjoy this unofficial sequel.

App Store Link: Doodle Jump, $0.99

TouchArcade Rating:

'iDracula Lite' Coming Soon from Chillingo

Friday, March 20th, 2009

Chillingo has just announced that a free, lite version of its popular shooter iDracula will land in the App Store next week.  Not the typical lite version, iDracula Lite will differentiate itself from the paid app by featuring harder monsters and a limited supply of ammo.  So while you can play the game...you just won't stand a chance.

Originally a $0.99 title, iDracula [App Store] jumped to $2.99 after a recent, feature-filled update that brought new monsters, maps, and weapons.  Now that the game is a bit more costly (but still a great deal), the lite version should be helpful to gamers debating the purchase.

A Quick Look at 2D Shooter 'Neocell Fighters'

Thursday, March 19th, 2009

Fans of 2D scrolling shooters of the Xevious style may want to have a look at EuiBeom Hwang's recent App Store release, Neocell Fighters [link].

As the title might suggest, Neocell Fighters has a biological theme--think Fantastic Voyage.  While there's not much story directly presented by the developer, it's clear from the game's well done graphics that the player controls a vessle travelling through a living being, destroying an onslaught of cellular enemies.

Neocell Fighters features accelerometer-based ship control with a tap to the screen to fire.  And, while I generally prefer touch control for 2D shooters, the game's accelerometer controls work well enough.  There are two ship controls modes to choose from: one that lock the ship at the bottom of the screen and allows left / right movement only and one that allows movement in all directions.  I, personally, find the former to present a more focused and enjoyable game.

The title features multilevel parallax background scrolling as well as left / right playfield drift, reminiscent of classic shooters Raiden and Battle Squadron.  The various enemies are graphically larger than those in most shooters, making for a slightly cramped play experience which...well...feels cramped at times, but adds to the difficulty of the title.  And this is indeed a rather difficult challenging shooter.  Howerver, despite the size of the game sprites, the enemies smoothly dance about the screen at a very quick pace.  The game sets itself apart from many of the 2D shooters in the App Store in this regard.

Gameplay in Neocell Fighters ranges across 50 different map areas, each running for about 30 seconds.  Various eliminated enemies release power-ups that bestow upgraded weapons upon the player's craft.  Enemies consist of swirling fighters as well as turrets mounted to the scrolling backdrop.  At different points in the game's various areas' boss-type enemies must be contended with.

Neocell Fighters isn't the perfect shooter, but for fans of the genre it's certainly worth it's $0.99 (limited introductory) price.

See the developer's gameplay video:

App Store Link: Neocell Fighters, $0.99 (limited time)


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