Last week we published an article about upcoming iPhone gaming controllers. Specifically, we recapped the iControlPad project, but also published a diagram (see right) of what appeared to be another gaming controller for the iPhone that was in development.
The original image had been submitted anonymously and simply claimed that testing would begin in October. Some commenters from the original discussion were concerned that these controller pads would be relegated to jailbroken iPhones only due to lack of official SDK support.
A new image that we’ve received, however, suggests that this upcoming iPhone controller is actually from major accessory manufacturer Belkin and does indeed have official App Store support:
The ad copy promotes using the Joypod to squeeze the most out of your iPhone or iPod Touch to play App Store games in the easiest way. Other features listed include:
If all true, then Belkin’s involvement certainly suggests that Apple will be building support into the official SDK to allow App Store games to take full advantage of these controllers.
Update: Belkin denies the rumor.

Big shock.
Seems like the more hyped an app is (mobilechat3, star wars, kroll, etc.) the bigger the let down. Guess I won't get my hopes too high for Need For Speed.
Anyone figure out how to PAUSE the game yet?
Seems like that is an important feature that isn't included... at least not that I could find in my 20 minutes of playing it.
Anyway, it's a lot like my wife, sure is pretty to look at, but beyond that, worthless!
Well I wish I had waited to read this review. Very accurate summary- heed these words well.
I think it's a pity they didn't use the accelerometer for character movement (it's a bit awkward having to switch between hitting and moving), which would also have freed up another button for another action - perhaps jumping?
Even a subtle change like that could have improved the gameplay a lot.
yea i think ill give this one a miss.
I admit I want to see nice pretty 3d graphics on my iPhone, but maybe ill just wait for a publicly available port of quake3
damn i was looking forward to getting this game today. looks like a pass for me. Maybe i'll get it when it's 0.99
Arn and I were noting how the current version is scaled back from the preview video shown at WWDC.
http://www.youtube.com/watc...
I don't think this game is ridiculously bad or anything, it's just overpriced. That said, at - say - $0.99 it would be underpriced. It looks far better than, but plays like some of the old 80s 8-bit fighters. But as Arn pointed out, a lot of those 8-bit 80s fighters were superior games to this.
I'd like it more blocking was a possible player action, it would add to the feel of being involved in the fight.
The "boss fights" may as well not be there.
Wait, people were actually expecting this to be good?
Watching the preview on YouTube I could already tell it was going to basically be a movie where periodically you've got to hit a button to select the next scene. It's as exciting as a choose your own adventure book. (Well... I actually never read one of those... but I imagine they're really dull... and I imagined this would be too.)
...
I haven't actually played though (still waiting for my iPod Touch to be delivered... which means first I need one to show up on eBay in my price range of 32GB (1st) for $240 or less or $310 or less for the 32GB (2nd).)
This game is better than most of the crappy apps on the App Store. Let alone this game offers plenty of gameplay elements.
Sadly I agree about the gameplay holding back. Looking at the mac demonstration, they removed all the features that would of made the game God of War on the Iphone worthy.
That brings me to the next point. This game is almost like God of War without the freedom to roam. Thats not a problem.
Lets just say that this is a step in the right direction.
@ArtofWarfare: No, you couldn't tell it was going ot be like this. The demonstration video (the only video shown before this release), showed a dynamic world with complex player control. It showed quality, not simplicity.
What we got was simplicity, just like the force unleashed game.
Again, I can't complain. People pay $60 for crappy short console games, yet you guys can't spare $7 for a reasonably fun experience on the Ipod/Iphone.
It's not as bad as the comments here are making out.
@ boardopboy - Tap the top of the screen to pause. I figured this out when I was trying to tap Kroll to activate his super-power instead of shaking the iPod.
@ ArtOfWarfare - The game isn't like that at all. It's like a typical side scrolling beat-em-up a la Rastan or Sword of Sodan from the 80s/90s.
You have three virtual buttons on the right and left hand side of the screen. Tapping these buttons acts just like tapping buttons on a physical controller.
You can move forwards and backwards (lower right and lower left buttons), you have a fast attack forwards and backwards (medium buttons on both sides), and you have a heavy attack forwards and backwards (upper right and upper left buttons.)
The only thing that's movie like are the boss-fights that are QTE (Quick Time Events). A flashing hot-spot will light up on the boss, you tap it quickly before it vanishes and Kroll does his thing. Miss and you get squashed.
My only complaint, after finishing on the easiest level, is that it's too short. But I'll go back and hit the other two difficulty levels as well.
From the video, the game didn't seem to have any progression from the first to the second level. If you just move and hit monsters, and basically nothing else, it's a great engine and pretty graphics gone to waste.
Good thing is the developers now have a nice engine, on which they can develop better and more interesting future games. :)