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Archive for March, 2009

Interview with 'Metal Gear Solid Touch' Team

Saturday, March 14th, 2009

Metal Gear Solid Touch will arrive in the App Store on March 19th, and the upcoming title has been a hot topic of discussion lately, what with its tap-to-shoot gameplay that is a departure from the style of the popular console franchise.  G4 recently spoke with the game's producer Yasuyo Watanabe and director Ikuya Nakamura about their upcoming iPhone release.

In the interview, director Nakamura shares a few gameplay details.

G4: Kojima Productions is known for taking advantage of new hardware for some great gameplay. How will multi-touch change the way we control Snake?

Ikuya Nakamura, Director: The theme for MGSTouch is "Simple MGS."

As a result, we have come up with a simple, yet strategic control scheme that takes advantage of the unique strengths of the iPhone/iPod Touch platform.

G4: How does the actual gameplay work with targeting and shooting? Is it an on-rails shooter? How much control do you actually have with Snake?

Nakamura: Players can trace their finger along the screen to move the targeting sight, then tap the screen to fire at enemies. Headshots are possible.

In addition, you can pinch out on the screen to switch Snake's weapon to a sniper rifle, or lift your finger from the screen to take cover and hide behind walls.

They indicate that the iPhone holds appeal for Kojima because of its unique input methods, large high resolution screen, and the fact that, as a platform, it holds the potential to get the game into the hands of those outside their typical gaming audience.  Kojima hopes that once people get a glimpse of the Metal Gear Solid world through Metal Gear Solid Touch, they will become interested in the overall series.

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Fieldrunners Goes on Sale for the First Time ($2.99)

Friday, March 13th, 2009

For the first time since its release, Subatomic Studios has placed Fieldrunners [App Store] on sale. The Spring Break sale temporarily drops the price from $4.99 to $2.99.

The developers have also issued a recent update (1.2.2) which fixes a number of outstanding bugs and added/changed the following features:

  • Added the ability to fast forward through the game. This feature is unlocked at round 75 on a per map basis.
  • Changed the configuration of fieldrunners that spawn in Extended and Endless mode making for a more challenging experience when playing through these modes.
  • Added a score bonus that is awarded for each remaining resource at the end of the game.
  • Increased the score penalty for selling a tower.
  • Increased the cost bubble on several of the icons so that it accommodates the width of the text.
  • Increased the speed of the goo that is fired from the goo tower.

Fieldrunners was named one of Time Magazine's Top 10 games of 2008 and has always been one of our favorite iPhone games.

App Store Link: Fieldrunners, $2.99 (on sale)

Coming to iPhone: Sonic, Resident Evil: Degeneration, Metal Gear Solid Touch, Assassin's Creed

Friday, March 13th, 2009

We keep hearing a lot of little tidbits about upcoming games coming to the iPhone. Unfortunately details tend to lag. Here's a list of the most recent announcements.

  • Sonic the Hedgehog - According to a January press release dug up by one of our forum members, SEGA will be bringing Sonic the Hedgehog to the iPhone.
    "We are absolutely delighted to work with Apple to bring SEGA's timeless classic, Sonic The Hedgehog to the iPhone," states Simon Jeffery, President of SEGA of America. "The great reception and success of Super Monkey Ball has demonstrated that the iPhone is a viable gaming console with immense potential. iPhone gamers can expect great products from SEGA and what better way to start the New Year than with Sonic The Hedgehog on the iPhone."

    We can't find much else about this announcement anywhere else. Still, SEGA did port Sonic to the iPod so an iPhone conversion seems likely.

  • Resident Evil: Degeneration - Pocketgamer.co.uk reports that Resident Evil: Degeneration will be heading to the iPhone:
    You'll be able to view the action over Leon's shoulder as he attempts to break through the zombie infested airport, aiming by sliding your finger around the screen and moving with a virtual D-pad.

    No other details except that we should see the game coming this spring.

  • Metal Gear Solid Touch - Konami announced on their official site that Metal Gear Solid Touch will arrive for the iPhone on March 19th.
    In Metal Gear Solid Touch, players can move a targeting sight and also switch to a sniper scope by manipulating the touch panel screen with their fingers. The game utilizes intuitive controls, making it easily enjoyable for anyone. There are 12 stages available at the start of the distribution and the locations and featured characters for each stage are based on the story of Metal Gear Solid 4: Guns of the Patriots.

  • Assassin's Creed - Gaming magazine Famitsu revealed that Assassin's Creed will be heading to the iPhone from Gameloft.
    Assassin's Creed, set for release in April or beyond through Gameloft, promises the same basic experience as the 360 and PS3 versions, with Altair moving about cities, castles and ruins. The stages will offer the same sense of elevation as was found in the high end versions. Of course, the action is controlled via an on-screen virtual pad.

    Assassin's Creed was a very well received sandbox-style action adventure that was originally released in November 2007.

'10 Balls 7 Cups' Trailer Worth $0.99 Alone

Friday, March 13th, 2009

   

Many iPhone developers seem to just submit their game to the App Store, sit back and wait for some "magic" to happen. Not Graveck Interactive. They put some effort into a wonderfully entertaining trailer for their skeeball game 10 Balls 7 Cups [App Store].

In fact, the trailer alone might be worth the price of entry for this $0.99 game.

The game offers a nicely polished skee-ball experience complete with tickets and redemption for various prizes. The current version of the game is very good, and we think it could be great.

We agree with some of the opinions in our forums that we would like to actually see photos of the prizes we've won rather than just the names. Still... it's $0.99 and hey, free taco.

App Store Link: 10 Balls 7 Cups, $0.99

Ngmoco's 'Touch Pet Dogs': Hands-On Video

Friday, March 13th, 2009

As we reported last month, Ngmoco has announced virtual pet game Touch Pets Dogs, developed by Andrew Stern, one of the original creators of Virtual Babyz, Dogz and Catz.

In Touch Pets Dogs, players adopt, nurture and play with their virtual puppies through one-on-one touch screen interaction or on play dates with other players’ dogs from around the world. The ambitious Touch Pets social network, embedded within the game, allows owners and dogs alike to build relationships with other players and their Touch Pets. Puppies’ social lives continue to evolve whether their owners are logged into the game or not, and the results are broadcast for the world to see on the Touch Pets social network dog feed.

Today, the iPhone developer has posted a new hands-on video of the game that provides a glimpse of what the upcoming title will bring.  (An older game trailer can be seen here.)

We first heard mention of TouchPets Dogs at the iPhone Intelligence Party at Macworld San Francisco 2009 in early January. The game is due for a Spring 2009 release.

'Topple 2': Triangles Make for Cruel Mistresses

Friday, March 13th, 2009

The premise of the Topple series is simple, you stack blocks of various shapes and sizes to reach a set altitude goal within the provided time limit. Blocks can be rotated to fit better in to the existing stack and the game makes excellent use of the accelerometer. If your tower of multicolored blocks isn’t as sturdy as you would like it to be, tilting the phone left or right causes your stack to lean, potentially giving you the extra bit of stability you need in order to not send everything crashing down. Ngmoco has had a spotless record of releasing great games, but at $2.99 is Topple 2 [App Store] a worthy addition to their all-star library, or are you better off sticking with the free original Topple [App Store]?

Topple 2 brings some new play modes to the party aside from just building upwards. Some levels are set underwater and you build towards the sea floor, the blocks then act similar to bubbles heading towards the surface. Originally I was rolling my eyes that ngmoco would even count this as a new method of play, since the game is just rotated. However, the blocks really do seem to behave differently underwater, and it provides a fun challenge as you’re forced to think backwards.

In Rescue mode, instead of just building upwards to the goal, you also have to escort a golden egg to safety back down your tower. Once you reach the egg which is sitting on a cloud just beyond the goal, it falls on top of your stack, at which point you can tap blocks to remove them. If the egg falls too far, it gets cracked. Crack the egg enough and you have to start over. Because of this, you can’t just haphazardly stack blocks to quickly reach the altitude required, like you can sometimes get away with in normal and upside down modes. Long straight yellow blocks need to be put on their side, and care needs to be given to always allow a place for the egg to land without sliding off.

So, not only do you need to build a tower which is stable enough to reach the goal, it also needs to be sturdy enough to be dismantled as you bring the egg down to the ground. The catch? The maximum of four blocks which can fall off the screen before you lose rule is STILL in effect on the way down! The difficulty of some of the later Rescue levels is downright brutal--especially when you’re given triangle blocks to work with, which send your egg bouncing one way and your tower flying the other.

Balancer mode doesn’t get any easier. Instead of one stack, you have to make two on each side of a scale. They have to remain reasonably balanced between each other, but that’s not even where the difficulty comes in. The two towers of blocks cannot touch each other in any way. Also, while in the other modes the tilt controls can really save the day, in balance mode, you’re left with nothing but stable building techniques to reach the goal height. With both towers on each side of the scale, the effect of tilting the iPhone almost always does more harm than good.

The final game type is Power Tower, where you have to deal with two block types: normal blocks and power blocks. The power blocks must be connected to each other so they will all light up. Power Tower levels are complete when your stack of lit power blocks cross the goal. While the power blocks are all uniform in shape, the game is constantly throwing normal blocks at you, which you must stack out of the way. Unlike Balancer, your separate stacks can lean against each other, making this mode both significantly easier and yet still extremely challenging.

Most of the difficulty of Topple 2 comes from how downright nasty the random number generator that decides which block you get next can be. Triangle shaped blocks are particularly brutal, and have caused many otherwise perfect towers of mine to fail. Two triangles in a row? You’re done for. Some levels I ended up redoing so many times I lost count, particularly in later Rescue modes. I’m reluctant to call the difficulty involved in some levels a negative, because I definitely appreciate being challenged, but if you can’t make it through the 10 levels provided by the free version of Topple, you probably won’t make it very far in Topple 2.

A particular complaint I have with the game is the way it presents the levels to the player. You progress through a world map view in a manner similar to World of Goo, only able to play the next level on your path. If the Power Tower game mode sounds interesting to you, you need to play through 20 levels to even reach a Power Tower challenge. The first Rescue takes place on level 5, upside down starts at level 6, and you have to make it all the way to level 16 before taking a crack at Balancer. The world map view works fine for selecting the next level, but it would make more sense to have separate islands for each game mode, particularly on a mobile gaming platform.

The greatest letdown of Topple 2 is how thrown together the multiplayer feels. As a veteran of more Word Fu battles than I can even count, I was extremely excited to see ngmoco including a WiFi multiplayer mode in another one of their games. Starting a two player game amounts to two people on the same WiFi network running Topple 2 and tapping “Versus." You’re immediately thrown in to a game with any other person looking for one on your network, without any kind of confirmation, and the two player game is nothing more than a best of three match played in standard vertical build mode with a remarkably short goal height. When the best of three winner is decided, you’re tossed back out to the main menu. As much as I hate to say it, that’s really all there is to multiplayer.

On a performance level, Topple 2 runs just as well as the original, and in my hours of playing the game I only experienced two crashes--both of which took place while descending on Rescue mode, which was frustrating. The music is great, the graphics are colorful, and it’s really amazing how much character the game has. Each block makes different facial expressions, from the smug smile of the large squares to the appropriately menacing looking sharp-toothed triangles. Like all ngmoco games, the fantastic art style does nothing but add to an already solid game.

If you appreciated Topple, picking up Topple 2 at $2.99 is a no-brainer. The sharp difficulty curve and multiple game modes should keep fans of the original busy for quite a while. A basic achievements system, combined with being awarded stars for completing levels and beating various score thresholds, should provide a decent amount of replay value. If you’re new to the series, pick up the first one for free [App Store] before making the plunge to Topple 2. As stated previously, if you can’t make it through the few levels which make up the original, you’re not going to make it very far in the sequel.

Game Details
Name: Topple 2 (v1.0) Price: $2.99 [Buy]
Developer: Ngmoco, Inc Size: 15.3 MB
Device: Tested on iPhone 3G
If you appreciated Topple, picking up Topple 2 at $2.99 is a no-brainer. The sharp difficulty curve and multiple game modes should keep fans of the original busy for quite a while. If, however, you’re new to the series, pick up the first one for free before making the plunge to Topple 2.

This review was written by Eli Hodapp, a guest contributor at TouchArcade.

More Details and Screenshots from EA's Upcoming Tiger Woods

Friday, March 13th, 2009

EA has released more screenshots and details about their upcoming Tiger Woods title. The describe a precise "touch-n-drag" swing meter as well as voice-over commentary and detailed camera angles. A full list of features include:

  • Play as or against Tiger Woods and other professional golfers such as Annika Sorenstam, Vijay Singh, and Retief Goosen
  • Experience realistic courses with detailed 3D graphics including Pebble Beach, St. Andrews, and TPC Sawgrass
  • Master the highly tuned "touch-n-drag" swing meter with visual feedback to achieve the perfect swing
  • Swipe the screen to affect your Ball Spin direction as the ball is flying through the air
  • Complete achievements and earn official "Bragging Rights" that you can flaunt to your friends!
  • Listen to play-by-play commentary by Sam Torrance & Kelly Tilghman

Earlier screenshots were posted in February. The title was said to be "a few months off" at that time.

MacLife actually got some hands on time with the current pre-release build of Tiger Woods.

They were impressed by the smooth graphics that took "on big depth when the camera flies through the 3D scenes." Game mechanics were also said to be good:

The developers have been testing many swing methods, including motion-based controls, but they've settled on a simple swipe gesture. I got into the game quickly, sliding my finger back and then forward to hit. When the ball was in the air, I slid my finger across the screen quickly to add spin, Golden Tee-style.

EA is said to still be considering multiplayer options across multiple iPhones, and admits the game is still "a couple months out".

Fun Puzzle Games to Try: Battletaire and Jabeh

Friday, March 13th, 2009

Here are two similarly played puzzle games that have Lite versions to try in the App Store.

Battletaire

Desired Logic has released a version of Battleship Solitaire into the App Store under the name Battletaire [App Store]. The $1.99 puzzle game is a bit of a merger of Battleship with Sudoku.

The game is based on the popular Battleship game and requires you to find out where the enemy ships are. Rather than firing on them, however, you must use the given information to deduce their locations. From Wikipedia:

The basic solving strategy for a Battleship puzzle is to add segments to incomplete ships where appropriate, draw water in squares that are known not to contain a ship segment, and to complete ships in a row or column whose number is the same as the number of unsolved squares in that row or column, respectively. More advanced strategies include looking for places where the largest ship that has not yet been located can fit into the grid, and looking for rows and columns that are almost complete and determining if there is only one way to complete them.

The basic game is quite fun and can be challenging, though this particular implementation could be more polished and the grid squares can be a little small. A free lite version, however, allows you to try it out before you buy.

App Store Links: Battletaire Lite, Free, Battletaire, $1.99

Jabeh

Meanwhile, Arash Payan released a fun and very polished version of Shinro to the App Store back in January that we've been meaning to cover. Again, this game involves finding hidden items by piecing together the information given.

Instead of ships, however, you are looking for 12 hidden stones in each board. Special arrows point in the direction of a stone. They could be anywhere beyond the tip of the arrows. Combining this information with the given number of stones per row allows you to determine where each stone is hidden.

The game has been a particular favorite amongst our forum members and offers a excellent level of polish and style.

This is demonstrated in the developer's gameplay video:

The developer also offers a Lite version to try the game before you buy.

App Store Link: Jabeh Lite, Free, Jabeh, $4.99

Mobigame Releases Free 'Edge Lite'

Thursday, March 12th, 2009

Early this year, Mobigame released isometric 3D puzzle / maze game Edge [App Store].  We found it to be one of the best games in the App Store.

Edge puts the player in control of a colorful cube that moves about a series of 3D, isometric maze environments (26 in all) full of puzzles to solve and hazards to avoid. The game utilizes touch control (default) or accelerometer for control of the cube and, as the developer’s gameplay video demonstrates, requires some quick thinking to successfully negotiate the various moving parts of the mazes.

Mobigame has recently released Edge Lite [App Store], a free version of the game that features five out of the paid version's 43 levels and five out of the paid version's 18 audio track.  It should give those on the fence a chance to see the gameplay and decide if they want to make the jump.  (We urge you to make the jump!)

See Mobigames' video to better understand what the game is all about.

App Store Link: Edge Lite, Free, Edge, $4.99

'Payback' Gets v1.1 Update and 'Lite' Version

Thursday, March 12th, 2009

Last month we reviewed Grand Theft Auto-like Payback for the iPhone and iPod touch.  We found it to deliver the essence of the experience that is Grand Theft Auto and Grand Theft Auto II to the iPhone platform.

A few days back, developer Apex Designs released a version 1.1 update to Payback that brings the following enhancements:

  • Significantly improved minimap - now much clearer and also shows the location of nearby cops
  • Added a more 3D camera angle (optional, but enabled by default)
  • Rewind back to the start of the current mission at any time
  • Added in-game instructions
  • Funky new icon
  • New cop car model
  • Display now rotates depending on device orientation

And just now (it hasn't landed in every country's App Store as of this writing) a free 'lite' version of the game [link] has made its App Store debut.

The developer has released a new trailer that shows some of the v1.1 features.

App Store Link: Payback, $4.99, Payback Lite, Free

Choplifter Fans Rejoice: 'Saucelifter' Heads to the App Store

Thursday, March 12th, 2009

My first real computer was an Apple //c purchased back in April 1984.  (Well, it was really my second, but that's a long story.)  I had so much fun with it during that first week that it's hard to describe.  One of the first games I got for it was Dan Gorlin's Choplifter, published by Brøderbund.  It was released in 1982 and ported to a number of other platforms, and in 1985 was released in the arcade by Sega.  I know of no other Apple II title that made it to the arcade.  That should tell you something about the retro classic that is Choplifter.

Anyone who got all dreamy-eyed reading the above paragraph should get ready for some retro iPhone gaming goodness.  Paul Pridham has just submitted an iPhone version of his Choplifter-inspired rescue action shooter Saucelifter, originally released for the PC in 2006.

A peaceful interstellar mission-gone-wrong has left your crewmates stranded, and in the hands of an aggressive Earth military! Now, your mastery of superior flying-saucer technology is their only hope for survival.

Will you rescue the helpless captives and beam them home to safety.. or will Earth's mechanized military madness result in your total destruction?

Gameplay involves flying your saucer to the Earth prison barracks, blasting open the doors, picking up your captive crewmates, and dropping them off at the transporter where they're beamed safely back to your alien world.  This is made challenging by evil Earth forces, including tanks, laser turrets, and flying attack drones.  As can be seen in the demo video, the action can get pretty intense.

Features as listed by the developer:

  • Addictive, pick-up-and-play action (no annoying dialogs or interruptions)
  • Silky-smooth, crisp vector graphics
  • Dynamic stereo sound effects, and lots of 'em
  • Accelerometer-controlled flying saucer! (what else do you really need?)
  • Easy auto-calibration of tilt controls
  • Superior alien 3-way touch-firing technology
  • Easy-to-follow Tutorial Mode
  • Multiple difficulty levels
  • High scores
  • Listen to your music while you play

While Choplifter featured basic raster graphics, Saucelifter is vector based and done in a style reminiscent of the graphics from Out of this World / Another World.  It has spot-on, accelerometer-based motion control with a tap to the screen to fire.  I've got my hands on an early release of the final version and it really does feel like Choplifter.  It's been great fun to play--a most enjoyable walk down memory lane.

With many retro titles I warn readers that the retro gameplay is...well...retro, and may appeal only to gamers with fond, long-ago memories of the original.  That's not the case with Saucelifter.  It, like the original Choplifter, stands up just fine as an action shooter, today.  This is one retro title I can highly recommend to all iPhone gamers.

Saucelifter has been submitted to the App Store and should appear for download sometime in the next few days.  It will debut at $1.99.

See our gameplay video for a feel of the action.


[ Full HD version | Low Bandwidth version ]

Game Details
Name: Saucelifter (v1.0) Price: $1.99 [Coming Soon]
Developer: Madgarden Size: ?
Device: Tested on iPhone 3G
Saucelifter is a well done Choplifter clone featuring clean 2D graphics and faithful, engaging gameplay. Any fan of the Apple II original will enjoy this one immensely, and so will most other gamers out there.

TouchArcade's One Year Anniversary Mega Game Giveaway

Thursday, March 12th, 2009

Today marks TouchArcade's one year anniversary.

And in order to celebrate we've collected promo codes from developers of some of our (and our readers') favorite iPhone games over this past year. Those developers have kindly donated 5 promo codes (valid in U.S. only) for each of these games and we will give them away to our dedicated TouchArcade readers.

The games include:

Puzzle Quest Chapter 1 & 2 ($7.99) - Puzzle Quest is the award winning RPG / Match 3 game. This modern classic has made its way to the iPhone with over 40+ hours of addictive gameplay. If you've never played this on any other platform, here's your chance.

Pinball Dreams ($5.99) - A 1992 Amiga pinball classic that has returned to the App Store. It is widely considered the best pinball game available. Be sure to checkout our review and gameplay video of this classic game.

Sway ($4.99) - IllusionLabs/ReadyFireAim's amazing multi-touch platform game. Sway's graphics, music, style and controls came together in a wonderful package. Check out our review and followup gameplay video after some more practice.

Galcon ($4.99) - One of the early releases for the iPhone, this fast-paced arcade strategy game offers one of the best experiences on the iPhone. The most recent releases have also added on-line multiplayer which takes it to the next level.

The Quest ($5.99) - One of the best RPG/Adventure games found on the App Store. Spend hours exploring the different worlds in this 1st person role playing game. See the discussion thread.

Ancient Frog ($4.99) - This beautiful puzzler treats the eyes with its lush, detailed graphics, soothes the soul with its relaxing forest soundscape, and challenges (boggles?) the mind with its unique gameplay.  Seeing a frog eat fly has never been such a zen experience.

Smiles ($4.99) - This wonderfully polished Match-3 game has been nominated as a finalist in IGF's Best Mobile Games 2009. Read our overview and gameplay video of this underappreciated gem.

Archibald's Adventure ($4.99) - A unique puzzle/platformer starring a boy and his bubble set in the harrowing basement of a mad scientist.  With great attention to detail, it's both a challenging puzzler and a great platformer.

Fieldrunners ($4.99) - Some say this is still the best Tower Defense game in the App Store. Subatomic's breakout hit has been named amongst Time Magazine's Top 100 games of 2008. If you somehow managed to avoid getting this game up until now, here's your chance.

Zen Bound ($4.99) - The most perfect iPhone game? That's what we thought in review. The integration of intuitive multi-touch controls with beautiful 3D graphics combine into a truly Zen-like experience.

Orions: Legend of Wizards ($4.99) - A fantasy card-based strategy game from the developers of iDracula. Everyone who's played it has loved this title.

Touchgrind ($4.99) - Curiously, we never issued an official review for this massively popular iPhone title. The game brings multi-touch skateboarding to the iPhone and has become a fan favorite. See the gameplay video.

SlotZ ($4.99) - Anyone who was a kid in the 70s or 80s might just remember how much fun slot car racing was. Slotz Racer brings a chance to relive that fun or experience it for the first time. It feels great and really captures that on-the-carpet experience.

Vector Tanks ($2.99) - Maybe the most enjoyable retro game in the App Store, Vector Tanks is basically Battlezone 2.0 for the iPhone. Lots of nice touches make this a super "modern retro" experience.

Bobby Carrot Forever ($4.99) - One of the best and most challenging puzzle games on the iPhone. Collect all the carrots while figuring out how to bypass the obstacles. Over 15 hours of gameplay.

Edge ($4.99) - Edge is a 3D isometric puzzle / maze game that we never fully reviewed here on TouchArcade, but it’s one that we did particularly enjoy. The levels were inventive and an overall joy to play.

Giveaway Rules:

  1. Pick 6 games that you want to win from this list
  2. Leave a comment on this article with your first name (or your forum name) and a valid email address listing the 6 games IN ORDER OF YOUR PREFERENCE
  3. You will be entered in a random drawing giveaway for each of the games you listed.
  4. Each person many only enter once. Duplicate entries will disqualify all your entries. An invalid email address will disqualify your entry.
  5. 5 winners will be drawn from the pool of entries for each game.
  6. Each person may only win once. If you happen to win multiple drawings, you will win the highest ranked game in your list, and another winner for the other game(s) will be redrawn.

Contest open from time of posting until 11:59pm Pacific time on Monday, March 16th. We will stop accepting entries at that time. Winners will be notified late next week.

Promo codes only valid for U.S. residents. We can't be responsible for technical issues surrounding promo code redemption. If, for some unforeseen reason, we are unable to issue any of the promo codes listed, we will issue an iTunes gift certificate in an amount equal to or greater than the value of the game won.

Two of titles we have less than 5 promo codes for, but will still give away 5 of each and issue gift certificates to make up the difference.

Thanks for a great year! We've also opened up an official thread to discuss the giveaway, and to avoid cluttering the comment thread here.

1980 Adventure 'Mystery House' Comes to the iPhone

Thursday, March 12th, 2009

Today's adventure games are sprawling, lavish affairs with photorealistic graphics and atmospheric audio tracks that strive to take the player to another place and time.  Sometimes it's hard to tell a modern 3D adventure from a full production film.  Things weren't always like that.

In 1980 Ken and Roberta Williams of On-Line Systems (who later founded Sierra On-Line, more recently known as, simply, Sierra) released an Apple II adventure game entitled Mystery House.  Mystery House is notable for being the first adventure game to contain graphics; previously all adventures were text-only.  The game features 70 simple 2D drawings, created by Roberta Williams, that illustrate various locations in the game.  In 2007, GamePro named Mystery House the 51st most important game of all time.

The game takes place inside an abandoned Victorian mansion.  The player is locked inside with seven other people and as he begins to explore the many rooms of the mansion terrible things start to happen and the bodies of the seven--dead--begin to appear.  There's a murderer among them and the player must find out who it is to avoid becoming the next victim.

I spent some time with Mystery House on my Apple //c back in 1984.  And while even then it looked dated, I recall finding it to be a playable, basic adventure game.  Likely most of our readers have never encountered this nearly 30 year old title, but any iPhone gamer who'd like to give it a try can now do so on the go, thanks to Artsiness' recently released iPhone adaptation [App Store].

The game is currently being discussed in our forums.

(Mystery House was released into the public domain in 1987 at Sierra On-Line's 7th anniversary.)

App Store Link: Mystery House, $5.99

'Banjo The Woodpile Cat' Animated Adventure Game

Thursday, March 12th, 2009

Don Bluth Films, in association with Iconic Apps, has released Banjo The Woodpile Cat [App Store] adventure game into the App Store. Don Bluth was responsible for the animated arcade classics Dragon's Lair and Space Ace.

Join Banjo and his friends through different adventures in the Banjo the Woodpile Cat Game. Lead Banjo through different scenes from the movie. Simply press the flashing icons/lights to advance to the next scene.
But watch out – Banjo, like any cat, only has nine lives to make his way though all the stages in the game

The title movie was originally released in 1979 and was directed by Don Bluth. The iPhone game adapts the movie into an animated adventure following the same formula as Dragon's Lair, and requires the player to react quickly to flashing objects on the screen progress the story.

Early responses to the game have been relatively poor, however. The game involves watching scenes from the original movie. At random points, certain objects on the screen with flash. Your job is to simply tap on the object quickly enough and the movie scene will continue. If you miss, the scene ends and you've lost a life. In our brief time with the game, it also had some bugs that resulted in the app crashing or a menu button to be unresponsive. All in all, we can't recommend this game, but we are mentioning it for its historical significance.

App Store Link: Banjo The Woodpile Cat, $1.99

Ngmoco's Topple 2 Arrives in the App Store

Thursday, March 12th, 2009

Ngmoco has released Topple 2 [App Store] overnight.

At last, the hit game Topple that has attracted over 3 million downloads now has a content packed sequel with four new game modes and the ability to play with friends! Immerse yourself in 30 levels in over 6 Topple worlds that allow you to balance and stack fun and playful Topple blocks using multi-touch and accelerometer controls.

The sequel offers a number of addition features over the original version including several new gameplay modes.

The game continues with the basic gameplay mechanic which involves balancing objects using the iPhone's accelerometer. A gameplay trailer is offered at http://topple2.ngmoco.com.

App Store Link: Topple 2, $2.99


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