We reviewed Oliver Pasqualini's cave-flyer G Force [App Store] a few weeks back and liked what we saw but found the game severely crippled by an odd "extended hang time" physics / control quirk. This is just a quick update to let everyone know that Oliver has not only ironed out the issues with the game's control system in the 1.1 update but has also dropped the App Store price from $3.99 to $1.99.
We can now strongly recommend G Force as a title well worth its price that every iPhone gamer would do well not to miss.
Paul van Dijk of CirkelSoft wrote in to make us aware of a game he is developing that will soon make its debut in the iTunes App Store. Python is a "snake game" that follows the typical formula: navigate a playfield, dodge obstacles, grow yoru snake by eating things along the way, don't run into your tail, etc. While there is no shortage of these titles in the App Store presently (there are 10 or so), Python appears to bring a richer experience than most, featuring a variety of large scrolling playfields with animated obstacles and clean looking graphics.
Python is accelerometer / tilt controlled and features vibration feedback when played on an iPhone.
iPhone developer Niklas Wahrman has dropped the price of his Asterope [App Store] to Free. So for a limited time, you can get the full game for no charge.
The game normally costs $2.99 and offers a unique gameplay in which you launch a grappling hook on passing rocks in order to change your direction.
While the gameplay is unique, we're not sure if it's enough to base an entire game around. The game, however, has been well reviewed by an Pocketgamer.co.uk and is certainly worth giving it a try for free.
The gameplay video gives you and idea of how the game is played. As an extra bonus the Asterope developer has posted extensive details about the game's development process.
Bootant, who brought us BiiBall, CubeRise and others made a post in our forums pointing to a preview video of upcoming BiiPlane, an airplane flying game that's currently under development.
There's not a great deal of information about the title at this point beyond what can be seen in the video. Gameplay consists of flying a course and moving from level to level by successfully bullseyeing rings, stars, and the like. It reminds us of the as yet unreleased (and we do hope it makes it to market in some form or another) Wii Sports: Airplane [video] that has been demoed by Nintendo.
Right now there are 12 levels to the game, though the initial App Store release may feature a different count, and more will come with future updates.
Stay tuned for more details on this promising looking title when they become available and expect a full review when it makes its App Store debut.
Oliver Pasqualini has recently released a 2D cave-flyer for the iPhone called G_Force [App Store]. As a particular fan of the genre, I was excited to see the game appear in the App Store and was anxious to try it out. (I am always hoping for an iPhone title that approximates my all-time favorite mobile game, RocketElite.) And while G_Force is an otherwise well-designed game, it has one fatal flaw that ruins the feel of what could be a very enjoyable title.
Like the typical cave-flyer, G_Force puts the player in control of a spaceship that must navigate an increasingly intricate system of caves filled with various obstacles (both moving and not) in order to complete a task which, in this case, is the collection of a certain number of gems within a set time limit and with a limited amount of fuel. The game utilizes the iPhone's accelerometer to control the orientation of the ship and thrust is controlled via touch.
As is the case with most games of this sort, gravity and inertia play an important role--the ship can't just stop on a dime. And here is where G_Force fails.
In nature (and in most other games of this sort), when an object reaches the top of a parabolic "throw," it hangs slightly at the peak and then begins to descend. In G_Force, when the ship reaches this point, it is subject to a mysterious, greatly extended sort of hang time. It inexplicably just hangs at that point on the vertical axis for much longer than it should, before beginning to descend. (See the video.) This phenomenon ruins the feel of the gravity / physics situation and makes the game too frustrating to be enjoyably played.
Otherwise, the graphics are simple but sufficient and the game features a particualrly nice soundtrack. Fortunately, this is a v1.0 release and it is well within the developer's power to fix the physics system such that the ship will respond more "realistically." Until that happens, iPhone gamers would do well to hold on to their $3.99.
GForce is a fairly typical 2D cave-flier that would be an enjoyable game were it not for a severe flaw in its physics system. Wait for the next release. (Very nice soundtrack, though.)
Bootant is currently running a sale on BiiBall 3D [App Store] for the iPhone and iPod touch. The 3D maze game is normally priced at $2.99 but is presently available for $0.99. Fans of Cube Runner [App Store], in particular, may be drawn to this title.
Bootant has also recently released a free "lite" version of the game [App Store] to give gamers a taste of the full version before purchasing.
The latest v0.9.1 release brings the following changes:
Level is not restarted when the ball is lost
You can control speed by tilting the device forward / backward
Improved graphics
Improved gameplay
BiiBall 3D takes advantage of Bootant's 3D engine and combines the gameplay of Cube Runner and a rolling ball. The ball moves forward at a set pace while the player travels through the path, collecting objects and avoiding contact with the walls. Some objects need to be destroyed by shooting them (tapping on the screen) before collection. If an obstacle is hit, the level must be restarted from the beginning.
If, like us at Touch Arcade, you think that PapiJump [App Store] is one of the best games on the App Store, you'll be ecstatic to learn that Sunflat has just released PapiRiver [App Store].
The free download brings back the curious Mr. Papi character, but instead of a burning desire to jump higher and higher, Mr. Papi finds himself traveling down a river:
Mr. Papi (red ball guy) is going down a river. Tilt your iPhone to left and right to lead him along the river!
If he hits the bank of the river, he is pushed back. The game ends if he goes out of the upper edge of the screen. Note that you can get more score when he gets closer to the bottom edge of the screen.
The river scrolls up in the game and Mr. Papi is controlled by the accelerometer. There is a bit of "looseness" to the control, so you can't turn on a dime.
Overall, we're not sure if the gameplay lives up to the strangely addictive nature of PapiJump, but it's worth a download.
iPhone-using Marble Madness fans will probably get all dreamy eyed when they behold screenshots of the recently released AeroGyro [App Store] from JRP App AZ. I know I did.
AeroGyro (which is actually closer to the less well-known '80s game Spindizzy than Marble Madness) is an accelerometer-controlled isometric 3D maze game in which the player guides a shiny ball through various platform mazes towards the finish line before the timer runs out. Ramps and various "lateral forces" complicate the task.
But they may as well not.
And that's because the game is nearly impossible to play. In its current v1.0 state the controls are so sensitive that getting to the finish line anywhere beyond the third maze feels like an astounding achievement. The game sports a lovely design that harkens back to the aforementioned classics, but until the control system receives some serious adjustment, we suggest readers pass on AeroGyro [$2.99, App Store].
PosiMotion released another iPhone Boulder Dash clone in the form of Digga [App Store]. The $3.99 game tries to bring the classic game of Boulder Dash to the iPhone.
We described the gameplay in our review of Rockfall, another Boulder Dash clone:
The basic gameplay of Boulder Dash requires the hero to dig through caves to collect gems. Digging simply involves moving your character in any direction. The tricky part is that gravity remains in effect. If you dig under an object (a boulder, for example) that object can fall down and crush you. Your goal is to collect enough gems (which can also crush you) while avoiding boulders and other obstacles. Once you collect enough gems, a doorway will open to the next level.
As I have said before, Boulder Dash and its collection of clones carry with it very specific world rules which make the game incredibly fun. Each level is a puzzle in itself.
The issue with bringing this sort of action game to the iPhone is one of proper controls. While Ms. Pac-Man and Frogger and were playable with the "swipe" control, for Boulder Dash, it doesn't seem to be enough. Unlike the other games, Boulder Dash requires alternating discrete (like Frogger) and continuous movement (like Ms. Pac-Man).
Digga offers two control methods: Touch (swipe) and Button (D-Pad). As I said in the Ms. Pac-Man review, the virtual D-Pad is a terrible control system for the iPhone. PosiMotion's implementation of a Touch/Swipe interface, however, was intriguing. Digga places the entire level in the top half of your iPhone screen. While this reduces the quality of the graphics, it eliminates any need for scrolling around on the level. The bottom half of the screen is dedicated to the control system. In the Touch/Swipe interface, a large red area is available for you to swipe. In general, the touch system works pretty well. You can also swipe and hold to provide continuous motion and it does register abrupt turns. With some practice, you can get somewhat proficient with the control system. And for the first few levels of Digga, I was very pleased.
The problem was that as the levels progressed, you found yourself having to use more quick discrete movements, and for some reason this is an area in which the iPhone's touch screen fails. Quickly moving one step forward and then an immediate back, for example, doesn't seem to register enough of the time. In part, this appears to have to do with Digga's internal sensitivity. In that it does appear to register a swipe, even though the character does not necessarily move in the desired direction.
While the first few levels were fun, I found that soon after the levels became more of a struggle with the controls than the actual level itself. I also wonder if the early levels may be too difficult for a player unfamiliar with Boulder Dash. The degree of difficulty seems to ramp up pretty quickly, so those new to the game may find themselves quickly frustrated.
While the game includes a generous 80 levels, you can't skip around and you must start from Level One. Once you get to a new level, you must Save the game to restart there later. One would hope the game would save your state automatically, but it does not. You can only save one game at a time, which means you can only play the 1st level or the most recent saved level, nothing in between.
Since Digga does allow you to browse all 80 levels, I suspect this inability to jump around to different levels was just an oversight. It would also help keep the game more interesting if you could skip a particularly frustrating level.
As a Boulder Dash fan, while I am still enjoying this game, for the casual gamer with no particular attachment to this title, I suspect the difficult controls will be too big a distraction to overcome.
Digga is a challenging Boulder Dash remake that offers 80 levels of play. The game's sometimes awkward controls, however, may be too big a distraction for all but the most die hard Boulder Dash fans.
Konami recently released Frogger [App Store] for the iPhone through the iTunes App Store.
Frogger for the iPhone is an adaptation of Konami's 1981 arcade original featuring updated graphics, an updated soundtrack, and a choice of touchscreen or accelerometer controls--or both combined.
Like the original, the goal of the game is to direct five frogs, one by one, from the starting point at the bottom of the screen to their homes at the top before the timer runs out. It's a treaturous journey. The lower half of the screen consists of a busy roadway with five lanes of speeding traffic. The upper half contains a rushing river filled with logs, turtles, alligators and other such hazards. The challenge is getting the frog home safely without getting flattened, drowned (this was always puzzling...), or eaten. It sounds simple, but can be rather frustrating challenging.
The iPhone version offers both accelerometer and two types of touchscreen controls. Moving your frog with the accelerometer involves "jerking" the iPhone in the intended direction of travel. Touchscreen control works with either a tap in the intended direction relative to the frog's current position or a swipe (anywhere on the screen) in the desired direction, akin to the "swipe" control mode of Ms. PAC-MAN for the iPhone. Both control systems are active simultaneously by default, but either can be turned off in the game options. After spending time with all control methods, the swipe technique seems the most precise. The iPhone's vibrate feature is also utilized by the game.
Frogger for the iPhone is...well...Frogger--not much more, not much less. If you're a Frogger fan, then you'll enjoy this outing. If not, you may find a better value in some of the other $9.99 games.
As Pocket Gamer reports, Konami is enthusiastic about the iPhone as a gaming platform and will be bringing more content in the near future.
"We see the iPhone platform as an opportunity to showcase the legendary Konami brands in a truly unique fashion," he says. "We look forward to releasing more of our popular titles for the iPhone soon."
One thing to note: The official line from Konami is that right now Frogger is iPhone-only (not iPod touch compatible), despite iLounge reporting that they successfully installed it on an iPod touch. Konami indicates it will be releasing a verison compatible with the iPod touch soon. (Thanks chrisb3)
Frogger for the iPhone is Konami's adaptation of their own 1981 arcade original featuring updated graphics, updated audio, and versatile accelerometer and touchscreen controls. If you like Frogger, you'll like the iPhone version.
The iPhone is certainly capable of decorating its 3.5-inch screen with a smooth flowing world of lovely textured polygons. But sometimes simple fits the bill just fine.
Such is the case with the Spinner Prologue [App Store], a free download for the iPhone and iPod touch. Spinner presents the player with a fixed arrow pointing towards the bottom of the iPhone screen. This arrow is ever "moving" through a simple, line-rendered maze. The goal is to reach the marked endpoint and advance to the next level. Sounds simple right? Give it a try...
Navigation is accelerometer controller and requires rather dramatic rotational gymnastics.
Spinner Prologue is available for free in the App Store.
Codify AB's Labyrinth Lite [App Store] has taken over the top spot as the most downloaded free application. The previous #1 on the list was Tapulous's Tap Tap Revenge. VentureBeat spoke with Tapulous's chief executive Bart Decrem who felt that the simplicity of these games helped drive interest.
In Labyrinth's case, the lite version also serves as a demo version for their $6.99 full version [App Store].
The gameplay is simple. You move the ball across a wooden maze to the goal while avoiding the holes. If the ball falls in the hole, you must start again at the beginning. The game is an excellent demonstration of the iPhone's accelerometer and simple enough to provide some quick and mindless entertainment.
The Lite version contains only 10 different boards while the full version has over 500 and the ability to add more created by the community.
We've included a very brief demo video:
As a free game, this is a no-brainer download. For some this will be enough to satisfy their curiosity, but for addicts, the $6.99 version provides hundreds more levels.
We covered the jailbreak version of this game back in early May.
Labyrinth Lite is a simple adaptation of the wood and metal classic that makes superb use of the iPhone's accelerometer controls. This is a no-brainer download.
Cube Runner allows you to download additional level packs by typing in a URL into the App. The level shown above was found at http://cuberun.org/SpeedScraper.txt. Unfortunately, some of the levels I tried didn't seem to take, but the ones that work should provide Cube Runner fans a lot of entertainment.
It's a fun time to be an iPhone owner when a gem like Igloo Games' Dizzy Bee [App Store] appears out of nowhere as a pleasant and inexpensive surprise.
The developer describes the gameplay in this $2.99 accelerometer controlled game:
Guide a friendly bee by tilting and turning the iPhone or iPod touch. Lead him through windmills, bumpy bumpers, avoid the baddies, rescue the fruits and bring them to safety.
Dizzy Bee's premise seems simple enough: tilt your iPhone to direct Bee to free the fruit and then to the exit.
Namco kicked off the App Store launch with the release of two classics: Pac-Man [ App Store] and Ms. Pac-Man [App Store]. Priced at $9.99 each, the games are priced twice as much as the earlier iPod ports.
The gameplay of these historic games is pretty well known, so I won't bore you with the details. But as Pac-Man, you navigate a maze with while avoiding the ghosts. In order to be succeed at the game, however, you need relatively precise controls with the ability to make quick turns to avoid getting captured by the ghosts.
(As a side note, of the two, I've always felt Ms. Pac Man was the perfect form of this game with just the right feel to it. Similar to my insistence that Doom II felt far better than the original Doom.)
As it turns out, these games turned out to be a good test of the iPhone's unique controls applied to a traditional game. I purchased Ms. Pac-Man (due to my aforementioned bias) for this purpose and found it offered three methods for control.