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Archive for September, 2009

PAX '09 Wrapup: There is More in Seattle Than Frasier

Tuesday, September 8th, 2009

pax_logo-1If you spent Labor Day weekend disconnected from the Internet, you missed out on our full coverage of everything iPhone gaming related at the 2009 Penny Arcade Expo in Seattle, Washington. Originally started in 2004 by Jerry Holkins and Mike Krahulik, authors of the Penny Arcade web comic, it has grown substantially over the years and PAX '09 was large enough to take up the entire Washington State Convention and Trade Center while completely selling out during pre-registration.

If you're a gamer of any kind, I recommend at least looking into attending next year's PAX. No matter if you were into card games, board games, tabletop RPG's, video games, and/or other types of games, PAX had something to offer everyone. If you couldn't find someone playing what you wanted to play, an extensive "Looking For Group" system got gamers together to play even the most obscure games imaginable.

Anyway, here is what you missed of Touch Arcade PAX '09 coverage:

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Blades of Fury

Gameloft gave us hands-on time with everything they have in the pipeline that is due to be released soon, and each game was equally impressive. Each preview linked below includes in-game video:

I ran into Subatomic Studios on the show floor and found out that the new Fieldrunners PSPGo levels are coming to the iPhone via DLC. Each additional map is going to be 99¢.

IMG_0095InstantAction showed me a very early preview of Flipt, a game very similar to the puzzle platformer Shift that came out a while ago.

Following Flipt, I met with Gamevil to get a new gameplay video of Hybrid: Eternal Whisper and check out the new Baseball Superstars. Both games we now have preview versions of and will post an in-depth first look soon.

Com2Us let me try out their new game, Sniper Vs Sniper, a shooter with multiplayer elements similar to their other game, Homerun Battle 3D [App Store] (previously known as Baseball Slugger). Also, during the "Touching a New Generation: How the iPhone has Changed Portable Gaming" panel, a new RPG was revealed by Com2Us: Chronicles of Inotia 2, a network enabled RPG in which users can join guilds and compete against other.

A few other notable news items over the weekend:

What was even more exciting about PAX though were the previews that we can't talk about yet both from well-known iPhone developers and publishers as well as from companies with franchises you would never expect to appear on the App Store. We'll be talking about these new games as soon as we can, but in the meantime, just rest assured that late 2009 and early 2010 is going to be amazing for iPhone gamers.

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Status Updates on Doom Classic, Minigore and More

Monday, September 7th, 2009

t_shot2With the number of games that we preview here at TouchArcade, it's natural for people to wonder about the status about some of the upcoming games we've covered in the past. Unfortunately, Apple's approval process remains unpredictable, leading to longer wait times than expected.

Here are a few updates on games and updates we've hinted at before.

  • Doom Classic - Likely the game that we've received the most inquiries about. We contacted John Carmack about it, and he said that he has a couple of days work remaining and that he's planning going to finish it up this month. So, not yet submitted, but hopefully coming soon.
  • Minigore [$0.99] - The long awaited Minigore content update has been rejected by Apple. Sadly, this means those waiting for the next Minigore update are going to have to wait an entire approval cycle again, though it seems the developers are planning on folding in additional updates to the new submission.
  • Underworlds [$2.99] - Chapter 2 remains in development, and aside from all new content, the game has seen some extensive interface changes that look like they'll address any issues people may have had with it.
  • Aera - The much anticipated 2.5D propeller-powered flight simulator has been submitted to Apple. New screenshots have been posted along with the original trailer.
  • Duke Nuke'em [$2.99] - The update that addresses the issues with the analog control system was submitted to Apple August 13th but remains in approval limbo.

'Jet Car Stunts' Looks Awesome, But How Will It Play?

Monday, September 7th, 2009

jcs01Australian game developer TrueAxis has released a gameplay video for their upcoming Jet Car Stunts game for the iPhone. TrueAxis is also the development team currently working on the iPhone port of Space Tripper which was due to arrive earlier this year.

TrueAxis has a history of developing the True Axis Physics SDK which appears to be the basis for Jet Car Stunts. Jet Car Stunts is described as "a fun, over the top, 3D driving game, with massive jumps, mid-air hoops, floating platforms, spiral roadways, outlandish maneuvers and impossible environments." The game is said to feature two types of play modes:

  • Platforming - the player maneuvers the car from roadway to roadway, performing connecting stunts to reach the finish line.
  • Time Trails - the player races around stunt-filled circuits to beat the lap records.

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Controls are accelerometer based along with mid-air flight controls to nudge the angle of flight or adjust speed with air braking. The trailer video looks great, but with games like this we're left wondering how well they play.

Still, we're eager to find out. It should be "coming soon" for a launch price of $1.99.

Upcoming 'iBlast Moki' Promises Physics Fun

Monday, September 7th, 2009

nightGodzilab Games is poised to release a new physics game that is sure to catch the attention of our readers.

In iBlast Moki, the goal is to get the Mokis from point A to point B through the use of bombs, ropes, balloons, wheels and more as you traverse through the 6 worlds and 70 levels. The early worlds involve simply placing bombs in the proper location to propel your Moki to the goal. Soon, multiple bombs are provided that can be set to detonate on a delay. The proper combination of bomb locations and timings are essential to blast the Mokis to their goals.

Additional tools and obstacles are slowly introduced across the worlds and shown well in this developer video:

Perhaps the most promising part of the game is the inclusion of a fully featured level editor that allows you to create your own levels and share them with other players.

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We've had some time with a prerelease version of the game and have been really enjoying what we've seen so far. We'll provide a full review when the game becomes available. iBlast Moki has been submitted to the App Store so should be appearing within the next few weeks.

Taito's 'Arkanoid' Arrives in App Store

Monday, September 7th, 2009

arkanoidThis is turning out to be a great weekend for retro gamers. Hot on the heels of C64, comes Taito's classic Arkanoid [$4.99] game for the iPhone and iPod Touch.

Arkanoid for iPhone brings back the 1986 brick-breaker with some additional enhancements.

  • Over 100 stages
  • Branching level progression
  • Many boss battles
  • VS two player mode

Arkanoid is the 1986 brick breaker that modernized Breakout. Arkanoid introduced special bricks, enemy ships, power ups and more to the classic brick breaking formula.

Here's a hands on video from AppBank with the Japanese language iPhone version. The U.S. version is otherwise identical.

The game certainly brings Arkanoid back with proportionally the same levels scales as the original arcade game. This means that everything will seem a bit small on your iPhone screen compared to other brick breakers we've seen. The size and color of the ball can cause it to get lost in some of the backgrounds of the game, but those can be turned "off" to give you a clearer view. The sliding touch control worked well and accurately, and the game played well. The game comes with 3 levels of difficulty.

Fans of the original will get a blast from the past as the sound effects are identical. Taito also promises big boss battles later in the game:

We obviously haven't played it far enough yet to encounter the bosses. The game also teases you with two unlockable menu options and also offers a head-to-head two player mode in which each player gets a paddle on opposite sides of the screen. Power-up pills picked up can negatively impact your opponent (shrinking paddle, for example).

App Store Link: Arkanoid, $4.99

PAX '09: "Touching a New Generation: How the iPhone has Changed Portable Gaming" Panel, and New Games Detailed

Sunday, September 6th, 2009

IMG_0287The iPhone PAX Panel hosted by Pocket Gamer's Tracy Erickson started with a medly of iPhone game clips -- everything from Sway to Doom Resurrection as well as the upcoming RPG game Chronicles of Inotia 2 by Com2Us.

Erickson then showed slides of iPhone screenshots and explained the history of the iPhone and emphasized how much the iPhone and the App Store has transformed mobile gaming. He covered the strengths of the iPhone such as its constant internet connectivity, bluetooth multiplayer capabilities, the wonders of the iPhone's unique touch interface, and, of course, the instant gratification distribution system that is the App Store. He also described the availability of in-app commerce and downloadable content (DLC) citing Star Defense and Enigmo as examples.

He proceeded to discuss the sales of all the handheld consoles, obviously showing the iPhone behind the pack in overall sales, but then showed a second chart displaying units sold relative to the launch of the iPhone and iPod Touch. Apple's 45 million units sold dwarfs the sales of the PSP and DS when compared to an equivalent time from their initial launch.

Games were then shown that he felt rivaled the competition's games. 1112, Above & Beyond Air Combat, GeoDefense, and Mecho Wars were examples targetting the hardcore gamers, while Flight Control, Spider: The Secret of Bryce Manor, and DrawRace were shown as examples of great casual games.

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Erickson then went on to debut EA's upcoming Spore Creatures, where you play as a land-based creature as somewhat of a sequel to Spore Origins. There are boss battles, camera support, and new creature parts that you will evolve across 20 levels in 4 different zones.

(more...)

PAX '09: Com2Us 'Sniper Vs Sniper' Hands-On and Video

Saturday, September 5th, 2009

a7ef1f4638aa7c2e6c37efc03e429bedThis evening at PAX I met with Don Lim, general manager at Com2Us America. First off, if you were wondering why Baseball Slugger is now known as Homerun Battle 3D [App Store], Lim cited issues trademarking the original name because of how broad the title was, and explained that a few people felt they were being mislead due to the game's name and thinking they were getting a full baseball game instead of a home run derby. If you aren't familiar with the game, it's has easily become one of our favorites.

Screen shot 2009-09-05 at 8.05.03 PMAnother interesting thing is the success that Homerun Battle 3D has seen since its release. Originally, their servers were only capable of handling around 200 concurrent players. Currently, they're seeing 500-1500 players online worldwide 24 hours a day. The online play for Homerun Battle 3D was really perfectly executed and the stand-out feature for the game.

Riding on the multiplayer-enabled coat-tails of Homerun Battle 3D, Com2Us's latest game is going to have the same instant multiplayer matching and worldwide ranking. Sniper Vs Sniper in its single player form has you scouting for enemies with binoculars, then switching to your sniper rifle and aiming with the accelerometer to take them out. (The binoculars give you a much wider view than the sniper scope.)

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I wasn't able to try multiplayer, because I was playing one of the only copies of the game in the wild, so there obviously wasn't anyone to be matched up with. But, I got some in-depth descriptions of what to expect of the online component of the game.

There are two multiplayer modes, the first is "Alliance Attack" where players play together shooting enemies from a nearby building. At the end of the match, scores are added and whoever has the most kills wins. The second game style, which seemed much more interesting was the "1v1 Match". In this game mode, each player starts at a random location on opposite facing buildings. They must scan the opposing building with their binoculars to find their opponent and shoot them before they get shot.

It's not that simple though, as firing your rifle gives away your location. Just because your opponent finds you first doesn't mean they will win. They could only wound you, but their muzzle flash will reveal their location. If you quickly aim and return fire with a head shot, you will win.

Here is a video of the game, I've attempted to correct the color in iMovie, but it still has a blue tint to it not seen in the actual game largely due to terrible lighting conditions and a uncooperative screen protector on the demo phone:


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Sniper Vs. Sniper is still in development and is coming soon. When we get our own preview copies and are able to give multiplayer a spin we will post another (and much more high quality) video demonstrating how it works.

PAX '09: Early Preview of InstantAction's 'Flipt'

Saturday, September 5th, 2009

Screen shot 2009-09-05 at 4.08.17 PMAcross from Subatomic Studios I ran in to Sam from InstantAction. He showed me an early development version of a game his company is working on called Flipt. The game plays a lot like Shift, a platform puzzle game where you can shift the game world back and forth from black and white to change the platforms you're running along.

Where Shift had a button to invoke this change, everything in Flipt is controlled via the accelerometer. Both Shift and Flipt are hard games to describe, so check out this video I took of the game on the PAX floor. Thanks to the terrible lighting and being bumped around by the crowd, the video quality isn't the best:


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Flipt is still in development, and a lot of the animations and sound are just placeholders. Regardless, it looks pretty cool and we look forward to seeing more of the game in the future.

C64 Emulator Approved by Apple and Now Available

Saturday, September 5th, 2009

c64_preview

Manomio's Commodore 64 emulator [$4.99] has finally been approved by Apple. We first reported on the project back in June, after Manomio had received their first rejection from Apple. The rejection was particularly disappointing considering the efforts that Manomio had made in making sure their emulator fully licensed and legal.

We posted an extensive hands on with the emulator shortly after rejection. The final Apple approved version appears to be the same but with BASIC disabled. Note that some of the games demonstrated in the video aren't actually available yet. See below for the launch list.


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It's important to note that Manomio's C64 emulator will not run arbitrary disk images, and only supports fully licensed disk images that are offered through Manomio.

It works like this: the emulator comes bundled with several C64 games (Artic Shipwreck, Dragon's Den, Jack Attack, Jupiter Lander and Lemans) along with standard Commodore BASIC 2.0 interpreter. Users can purchase separately sold program packs (early prices appear to be $0.99-$1.99 each and are determined by original IP holders) from the App Store that, when launched, install a game (or games) into the main application, adding them to the bookcase-like program launcher.

The $4.99 C64 emulator costs $4.99 and includes 5 games: Dragons Den, Le Mans, Jupiter Lander, Arctic Shipwreck, and Jack Attack. Additional separately sold game packs will be coming soon. With the C64 emulator approved, Manomio is also clear to pursue further licensing deals and they have said they are actively working on adding new titles.

App Store Link: C64, $4.99

Thanks eggzbacon

PAX '09: 'Fieldrunners' PSPGo Levels Coming via DLC to iPhone

Saturday, September 5th, 2009

screenshot-1Wandering around the PAX floor today sniffing out iPhone news I came across Ash from Subatomic Studios showing off Fieldrunners [App Store] while handing out swag to anyone walking by. It's no secret that Fieldrunners is going to be a premiere title for the PSPGo's equivalent to the App Store. The game is obviously getting tweaked for the PSP, but the two new levels not found in the iPhone version of the game will be coming sometime this holiday season via downloadable content (DLC) at 99¢ per map.

If you haven't seen the two new maps, check out this trailer for the PSP version. Frostbite is the winter themed one, and Skyway is the air field map.

Another interesting point of the discussion may be of interest to other iPhone developers, according to Subatomic Studios, porting the game to the PSP Go was an easier transition than they initially expected. At the $250 price point it's hard to say what kind of a customer base will be available for Sony's App Store, but any competition to get Apple to streamline how things work on their own App Store is a good thing for everyone.

Subatomic Studios also has some new games in the works, although they were reluctant to talk about them. They said we could expect some announcements next year.

PAX '09: Early Screenshots from EA's 'FIFA 10'

Saturday, September 5th, 2009

We received some early screenshots from EA's upcoming FIFA 10 soccer game for the iPhone. FIFA was announced by EA along with a laundry list of other titles back in March, but we've heard few details since.

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The screenshots reveal an analog stick on the left side for player control and A/B buttons on the right side for actions. PocketGamer had some hands on time with an early version of the game and revealed that additional combos by touching and sliding from one button to another, and that specific players can be selected by simply tapping on them.

Meanwhile, TouchArcade's Eli is meeting with EA today and we will reveal more as we are able.

Ngmoco's LiveFire / KillTest FPS Now Known as 'Eliminate'

Saturday, September 5th, 2009

s-06-medNgmoco has posted new teaser materials for their upcoming first person shooter which is now called Eliminate. Previously known as LiveFire and then KillTest, it seems they've finally settled on a name for the game.

The game is cleverly set in a weapon manufacturer's testing arena where employees test their battlesuits and weapons in "the most realistic" situations. The game itself is an online deathmatch arena game which we had some hands on time with back in March.

This intro video explains how the game is structured. According to the video, players can play the game as much as they want, but there is a daily quota of "energy" that is used each time you play. As long as you have "energy", your kills will earn you in-game credits that can be used to purchase better gear.

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If you are out of "energy", you can still play, but you won't earn these virtual credits. Energy is recharged daily, or if you're out, you can purchase energy at any time. Game pricing has not yet been announced.

PAX '09: 'Asphalt 5' Hands-On and Video

Saturday, September 5th, 2009

asphalt5iphonescreen1Ever since I saw Gameloft's Asphalt 5 at the WWDC keynote, I've been wondering how it stacks up with the existing iPhone racers, especially with competition like Need For Speed and Real Racing.

Asphalt 5 is a neat racing game, although it is obvious that it was inspired by Burnout games. Everything from the gratuitous boost system to slow motion crashes and even takedown of rival racers are in game.

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The accelerometer controls steering, acceleration is automatic, and there's an on-screen button for both braking and boosting. Racing games always seem to work great with these controls on the iPhone, and Asphalt 5 is no different. I was able to burn around the track, boosting at every opportunity, while slamming in to other cars with ease. The game provides a good sensation of speed, and a soundtrack that fits well.

The graphics are great, but as to which game has the "best" graphics between the big racing games on the platform seems to hinge more on personal preference than anything else. Asphalt 5, Real Racing and Need for Speed all look equally good in their own styles.

The following gameplay video was recorded with the game being played on a 2nd Generation iPod Touch:


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Asphalt 5 is coming soon and will support local multiplayer via both bluetooth and WiFi in its initial release along with multiple cars and tracks to unlock.

Update: Gameloft let us know that the intro cut scene has been changed for the final release, so we removed it from our video.

PAX '09: 'Shrek Kart' Hands-On and Video

Friday, September 4th, 2009

ShrekKart_Iphone_Screen_06I admit when I first heard about Shrek Kart I groaned a little, as everything that has anything to do with the Shrek franchise in recent years has been decidedly mediocre. I found myself quite surprised to find that Shrek Kart may actually be a turning point for the Shrekniverse, although few things can undo those terrible sequels to the original (and fairly decent) movie.

Gameloft's Shrek Kart for the iPhone is very well executed, and like most other kart racers, clearly inspired by Mario Kart. In motion, the game looks almost the same, right down to the menu interface, power up blocks, and even the tracks are vaguely familiar. The power ups have been changed around, but all serve the same basic purpose from power ups found in the Mario Kart series.

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Since we'll likely never see a Mario Kart game on the iPhone, I'm perfectly fine with this. Like most iPhone racers, the game is controlled using the accelerometer and the controls work just as well as you would expect. Other functions like braking and using power ups appear as on-screen buttons.

Four game modes are included: quick race allows you to just load up the game and play a track, tournament has you playing a series of tracks for points, challenge mode offers several timed challenges like picking up a number of power up blocks as quickly as possible, and last, but certainly not least is arena mode.

ShrekKart_Iphone_Screen_10Arena mode works similar to Mario Kart's battle mode, except instead of using three balloons for your health, you have two scores: Thumbs ups and thumbs downs. You get a thumbs down when you get taken out by someone else's weaponry, and you get a thumbs up when you take someone else out. I strangely almost prefer this to Mario Kart battle mode, because you will never just be sitting there waiting for the game to finish in multiplayer. Regardless of how bad you're doing, you can at least keep playing.

Speaking of multiplayer, Shrek Kart will be released with local bluetooth and WiFi multiplayer. The following gameplay video showing a race and an arena match was recorded on a 2nd generation iPod Touch:


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Shrek Kart is by far the best Shrek game I've played, but that's not saying a whole lot -- but it's also a fairly competitive iPhone version of Mario Kart. While it lacks the internet multiplayer of Krazy Karts, Shrek Kart, oddly enough, seems to have a lot more character.

PAX '09: 'Earthworm Jim' Hands-On and Video

Friday, September 4th, 2009

EWJ_iPhone_previewscreen_02Gameloft's port of Earthworm Jim is, well, Earthworm Jim. If you're unfamiliar with the game, it originally appeared on the Sega Genesis in 1994, and since then saw ports on numerous platforms soon to be including the XBOX 360 via XBOX Live Arcade, the PS3 via PlayStation Network, and the Wii via WiiWare.

The story begins with a high tech super suit falling from space and landing directly on top of an earthworm named Jim. The suit somehow mutates him in to a larger earthworm capable of controlling its various functions. Jim overhears the villains of the game discussing devious plans regarding Princess What's Her Name (Yes, that's really her name) and Jim decides to to go on an adventure to save the princess from killer golfish, evil cats, and queens with slugs for butts. The game was a hit and was even the basis for a short lived cartoon series on the WB.

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An on-screen D-Pad (or joystick, configurable via an options screen) controls your movement, and buttons handle jumping, slapping your earthwormy self like a whip, and firing your gun. The controls work, but based on our brief time with the game, it seems to provide a mere shadow of the experience on the original Sega Genesis with the 6 button controller and nearly perfect D-Pad.

The first level felt more difficult than it should have been, and in the version I played (which likely is still under development) the buttons for Jim's various actions seemed a little too close together to accurately mash with my thumb. Also disappointing was that in the levels where Jim flies his pocket rocket there is no accelerometer support.

You can get an idea of what I'm talking about in this video running on a 2nd generation iPod Touch:


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Of course, as with all the games we tried today, we didn't have enough time to fully evaluate the game, and we'll certainly spend more time with it when it's officially launched.

There are two ways you can look at Gameloft's Earthworm Jim: It seems to be a great port of the game, runs as well as you could expect, and is the closest thing you're going to have to playing the original in your pocket unless you feel like hauling around a Sega Nomad and the Genesis cartridge. On the other hand, it seems likely to share some of the annoyances of other virtual D-Pad platformers, and while it's certainly playable, the game does feel like it was designed for a real D-Pad (which, of course, it was).


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