‘Retro’ Category Articles

'Star Wars: Trench Run' – Those Bothans Died in Vain

Tuesday, November 17th, 2009

685707THQ Wireless released Star Wars: Trench Run tonight which offers you a chance to relive the key scenes surrounding the destruction of the Death Star by the rebel forces in the original Star Wars the movie.

Your mission: Use the Force to overthrow the evil Galactic Empire as they attempt to destroy the small rebel base on the jungle moon of Yavin 4. As part of the Rebel Allianceʼs Red Squadron, you dogfight with TIE fighters above the Death Starʼs surface before heading into a trench where you are inundated by cannon fire. Dodge obstacles and stay out of Darth Vaderʼs sights as he tries to gun you down before you have the chance to fire your proton torpedoes into the thermal exhaust port the size of a womp rat. If successful, a direct hit will cause a chain reaction that destroys the Death Star, thus saving the Rebel base from impending doom.

For anyone who has seen the movie, the plot is laid out for you: combat some Tie fighters, navigate the trench while avoiding obstacles and taking out turrets, avoid Darth Vader's attack from behind and finally shoot your proton torpedoes into the exhaust port.

The only tie-in with the Force is the ability to slow-down time by pressing on the left side of the screen which slows the action down. Right side of the screen fires your lasers while a top left button alternates your cockpit or exterior view. The game comes with Mission and Arcade modes. Mission mode takes you through the above objectives in sequential order while Arcade focuses on two areas (Trench Run and Dogfighting) that you play over and over in increasingly difficult levels.

Overall, the game feels like a series of mediocre mini-games tied together by scenes from the original movie. While there are multiple difficulty levels, none of the individual gaming components were particularly compelling, so once we had made it through the campaign mode on easy (a 10-20 minute endeavor), we weren't sure what there was left to do. The endless arcade mode does offer some added distraction, but quickly grows old as you realize you are just playing those same levels at increasing difficulty.

In the end, it's not a game we see ourselves coming back to again, and given the number of other great games we've recently seen, we just can't recommend it.

App Store Link: Star Wars: Trench Run, $4.99

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Exclusive Look at 'Sword of Fargoal': Remake of an 80's Classic

Sunday, November 15th, 2009

iPhone-SOF-02 fargoal

Dungeon crawler fans that like to equip an iPhone or iPod touch when it comes time to hew a row of ogre necks are in for a real treat in a coming iPhone remake of a true classic of the genre. Jeff McCord at age 17 originally wrote Sword of Fargoal for the Commodore PET — in BASIC — in 1980. Two years later he teamed up with Epyx and released the game commercially for the VIC 20 (still in BASIC). The following year, Jeff and friends brought the game to the newly-released Commodore 64, and the rest is history.

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Sword of Fargoal is one of the best loved roguelike games ever to light up a CRT. In its 1996 anniversary issue, Computer Gaming World listed the game as #147 in the "Top 150 Best Video Games of All Time." It has been inspiration for many dungeon crawlers created since, and has itself been remade for various platforms.

fargoal greenIn a nutshell, the game places the player within the top level of a deep series of dungeons with the quest of seeking out the legendary "Sword of Fargoal" and escaping with it from the depths of said dungeons. Complicating matters is the fact that the layout of each dungeon level is randomly generated when the player enters it, and that the dungeons are all initially bathed in darkness, revealing themselves only as the player explores. Those lucky enough to locate the sword have only 2,000 seconds to find their way out of the dungeons which, even on the way up, are randomly generated…. Not a proposition for the meek.

Along the way, the player encounters a vast array of enemies, both human and not-so-human. Battling these enemies, the player builds experience points which allow the character to level, increasing his fighting abilities and hit points. As well, various spells can be found throughout the dungeons that aid the player in completing his quest: Invisibility, Drift, Light, Regeneration, Teleport, and Shield.

Now, the astute reader might be asking themselves just how well a game written almost 30 years ago in BASIC for a 1MHz, 50 lb computer suits the iPhone. The answer is, in fact: quite well. As the game moved from PET to VIC 20 to C64 to PC it has certainly evolved graphically, but never moreso than in its latest jump to the iPhone. Jeff and his partner in this effort Paul Pridham (who brought us Saucelifter) have done an excellent job with this remake.


The iPhone version, with which I've spent notable time this weekend, features completely redone graphics utilizing OpenGL ES to add depth to the stony visuals. It allows for pinch-and-spread zoom control to focus on the action at hand and features an optional on-screen mini map to aid in negotiating the twists and turns of each dungeon level. What's more, Paul has implemented a full, real-time music synthesizer system for the game which delivers sound that, while ringing of retro, surpasses the quality of the C64's SID-based score.

But, really, what makes the game so well suited for the iPhone is its casual nature as compared to the typical roguelike. And that's not to say the game is shallow or light on dungeon crawling action, but rather I feel it's simply a bit more accessible to the typical gamer than, say, Nethack, Moria, or Rogue thanks to an economy of controls, spells, and the like. Those who've never played a dungeon crawler before might just find themselves drawn in to Sword of Fargoal.

Have a look at the developers' trailer video for a glimpse of the action.


[ Full HD version | Low Bandwidth version ]

Sword of Fargoal will be submitted to the App Store sometime next week and should go live in early to mid December at a one-week introductory price of $2.99 (regular $4.99). After the game goes live, the developers plan to release a series of free, episodic updates that will introduce new game elements, level types, and the like. Additionally, new graphical tile sets will eventually be made available as in-app purchases for those wanting to apply a whole new look to the game.

I've enjoyed recent dialog with both Jeff and Paul as they've introduced me to their upcoming iPhone title and we plan to post an in-depth interview with the developers in the next week that takes a closer look at the game's history, the iPhone remake, and iPhone development in general. Accompanying the interview will be a detailed gameplay video that should give prospective buyers a solid look at Sword of Fargoal for the iPhone.

New Games Coming in 'C64' v1.2 Update including 'Bruce Lee' for Free

Saturday, November 14th, 2009

c64 shop screen

Manomio, makers of the C64 for iPhone emulator [App Store], have announced that a free v1.2 update is in the works which will activate the in-app purchase game shop, offering games ranging from free to $1.99 in price.  Some had complained that the emulator's bundled games didn't represent any of their true, old time favorites.  I'm quite sure this update will be of great interest to those who wanted more.

Initial game shop offerings:

Manomio's initial game shop offerings make up an extremely impressive list of C64 classics.  Retro fans, and even the merely curious iPhone gamers, are in for a real treat when this update goes live in mid-December.  And the offering of the superb Bruce Lee for free should be quite a Christmas present!

A Closer Look at 'Ghosts 'n Goblins Gold Knights'

Wednesday, November 11th, 2009

IMG_9001If you're a child of 80's video games like me, few games likely bring back more traumatic memories of horrifying difficulty than Ghosts 'n Goblins. While the game was originally released in arcades in 1985, it wasn't until 1986 that Ghosts 'n Goblins cursed the NES with its presence and quickly grew in fame as one of the most difficult games of all time. Over the years there have been many sequels, ports, and remakes of the game with the most recent being Ghosts 'n Goblins Gold Knights [App Store] for the iPhone.

So what has changed over the years? Well, the most noticeable thing are the sprite-based graphics from days of old have been replaced with a 2.5D world with all kind of new animations and environmental effects. It's hard to say how much this improves the game though, as the textures are low resolution, the animations appear to be almost intentionally ridiculous, and what's worse is the game doesn't run very smoothly even on my iPhone 3GS.

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The difficulty has been significantly decreased from the original. You can now absorb multiple hits from enemies before dying, and there are a whole array of additional weapons and power ups to be found in the game. Unfortunately, it seems that most of the challenge in the game now comes from negotiating the inherent lack of precision in the virtual D-Pad controls. Similar to how we felt about Earthworm Jim, if your memories of Ghosts 'n Goblins involve a physical D-Pad, you will likely have an uncomfortably awkward adjustment period of missing jumps and falling in to pits.

Because of the increased life bar and chests with power-ups littering the game, the only real threat that the monsters you come across pose is knocking you backwards in to a pit. At the end of each level there's a boss, but the gimmick of each boss only amounts to dodging different things. Levels feature multiple check points, and it seems like there's always a checkpoint just before a boss so if you don't beat them the first time you will almost assuredly beat them the second.

There is an in-game store where you can buy access to various cheats for 99¢ each. These cheats range from infinite lives to stronger armor and weapons. Unfortunately, there's no "don't fall in pits constantly" cheat you can buy, so none of them seem really that useful. Since after you die you're able to select the last level you were on and start from that point, even having infinite lives doesn't help that much.


Video by AppBank

Despite the game's many flaws, it's still Ghosts 'n Goblins, and I doubt I'm alone in enjoying this game just because of that. Everything from the map scrolling across the screen between deaths to your guy running around in his underwear when you take enough damage to lose your armor is in place. If you're into nostalgia, Ghosts 'n Goblins does deliver but, otherwise, the iPhone version of the game can't really stand on its own. If this is the first you've heard of Ghosts 'n Goblins, you'd probably be better off playing it on a real console with a real d-pad, though it will likely cost you more than $2.99.

App Store Link: Ghosts 'n Goblins Gold Knights, $2.99

Manomio's Commodore 64 Emulator Returns to App Store

Monday, November 9th, 2009

champThere are few things on the App Store (Short of maybe Edge [$4.99 / Free].) that have as much drama surrounding them as Manomio's C64 [$4.99]. All the way back in June we originally reported on its existence along with the sad news that the fully licensed emulator was rejected by Apple for violating the terms of the SDK regarding installing and launching executable code.

In September, the C64 emulator was finally approved by Apple, and available for a short period of time. Just a few days later, it was pulled from the App Store because the BASIC interpreter included was not removed, only disabled, and reactivating it was extremely simple.

Manomio once again submitted an updated version of the emulator to the App Store, and it was finally approved this afternoon. Aside from (hopefully) removing all the things that Apple didn't like, it also sports up to a 30% performance improvement, onboard instructions for each of the included games, and three new games: International Basketball, International Baseball, and International Tennis.


[ Full HD version | Low Bandwidth version ]

Following its initial rejection, we did a full hands-on preview, and aside from the improvements and changes mentioned above the emulator seems quite similar to its original release. Since C64 has had such a torrid history of being pulled from the App Store and then taking months to reappear, if you've been waiting to grab this fully featured emulator, I wouldn't hesitate for long.

App Store Link: C64, $4.99

Exclusive: 'R-Type' Coming to the iPhone

Monday, November 9th, 2009

r-type_logo4

DotEmu, who brought the retro titles Nicky Boom, Krypton Egg, and Golvellius to the App Store, has just given Touch Arcade an exclusive heads up on their latest IP acquisition. And for shooter fans, this is pretty much the best news you could hear: The renowned shooter classic R-Type is coming to the iPhone and iPod touch. The studio informs us that development is currently under way and the title should hit the App Store sometime in the next few months.

"We are very pleased to work on R-Type and to start our collaboration with Irem Software Engineering Inc. Our main goal is to make the best touch version possible of this great game to seduce both fans and new players. This is really a great game and we are eager to release it!" said Xavier Liard, CEO of DotEmu.

For those somehow unfamiliar with R-Type, a bit of history. R-Type is a side-scrolling shooter released to the arcade by Japanese publisher Irem in 1987. The game is set in the 22nd century and places the player in control of the R-9a "Arrowhead" fighter craft with the goal of defending humanity against the bio-mechanical alien life form known as the "Bydo." Battle is waged in and among a complex series of levels, some machine-like and metallic, some biological in nature.

R-Type screen
( screenshot of arcade version )

R-Type is widely considered to be one of the best shooters ever made and is known for its viciously designed levels and extreme difficulty. (IGN ranked it 7th in their list of the 10 most difficult games to beat.) The game has been ported to a great many platforms, including the Xbox Live Arcade and the Wii Virtual Console, and has spawned many sequels as well as imitators.

R-Type 2
( screenshot of arcade version )

The arrival of a classic of this magnitude — one that stands so notably apart in its genre — is wonderful news for iPhone gamers.  DotEmu is a French development and publishing house dedicated to bringing classic 80's / 90's games to modern platforms. See our interview with DotEmu CEO Xavier Liard, from last year, for a close look at the company's history and vision for iPhone game development.

See the following video of the arcade version of the game for a look at the action.

DotEmu has not released any iPhone-specific screenshots or demo videos, but they did reveal that the game will feature D-pad, touch, and tilt controls and that they are focused on getting those controls implemented in a perfectly playable fashion. They have also indicated that they are eager to dig into the issue of iControlPad support and, barring something unforeseen, plan to have support implemented either in the initial release or in an update.

We will share any further news and assets surrounding R-Type for the iPhone as we get them.  Stay tuned.

'The Isle of 8-bit Treasures': A Roguelike with an NES Feel

Sunday, November 8th, 2009

Fans of Rogue Touch or other roguelike games may be interested to see Tecmo's latest App Store release, The Isle of 8-bit Treasures [link], a turn-based adventure.

Isle of 8-bit Treasures screen

The Isle of 8-bit Treasures is more or less Rogue, wrapped up and packaged with a retro look and feel that seems more at home on an NES than an iPhone. But whereas Rogue is entirely set in a dungeon world, The Isle features a number of environments to play through, including dungeons, caverns, forests and ruins, across more than 60 missions. It has a feel that's somewhat reminiscent of Pokémon Mystery Dungeon.

Isle of 8-bit TreasuresThe game lets you choose between three different characters — Swordsman, Witch and Hunter, each with their own gameplay characteristics. Different areas of the island game world are accessed from a central map, some areas and weapons of which are randomly generated using songs in your iTunes library as seeds. The various play areas are full of roving creatures with which you must do battle, and three different types of objects — stones, powders and crystals — that can be collected to enhance your capabilities.  Each game area is completed when the heart shaped Valor icon is collected from the area's final floor.

The Isle brings an interesting twist on the weapons systems of most games of its sort. To the right of the on-screen play area is your vertical Weapon Reel. The Reel contains a light smattering of power icons by default and scrolls downward with each attack you perform. If a power icon appears in the window at the bottom of the Reel during an attack, your weapon delivers more damage than normal. Crystals collected along the way can be dragged onto your Weapon Reel to deliver a series of high-damage attacks in battle.

isle of 8-bit treasThe game features colorful, whimsical, retro-inspired graphics and feels very smooth to play.  But don't let the graphics fool you, this is a rather difficult / challenging game.  Many's the time I've found myself slaughtered by a cartoonish enemy after just a few minutes of play. And while this presents a notable challenge, some readers in our forums lament the small number of floors in some of the levels (some just 3 or 4 deep), as compared to Rogue's far deeper dungeons. More troublesome, perhaps, is the lack of a mid-dungeon save feature. Tap out to the home screen or get on a phone call and it's back to the island map.  Hopefully Tecmo will address this unfortunate omission in a future update.

Despite its shortcomings, early adopters are enjoying it on the whole. The Isle of 8-bit Treasures is an interesting new take on a solid formula and should appeal to many iPhone adventure fans. Let's hope an update will make things less frustrating for an interrupted gamer.

See our brief video of very early stages of several game areas to get a feel for the game.


[ Full HD version | Low Bandwidth version ]

App Store Link: The Isle of 8-bit Treasures, $4.99

Apple II 'Transylvania Adventure' Released – Free for Halloween

Saturday, October 31st, 2009

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RetroVenture has released a port of the old 1982 Apple II game Transylvania. Originally developer by Antonio Antiochia, RetroVenture has collaborated with the original author to bring this classic game to the iPhone.

In Fall 2009, Roe Mobile Development will release Transylvania for the iPhone. Transylvania is an adventure game that was originally released for the Apple ][ in 1982. Back then it was quite successful and spawned two sequels (Crimson Crown and Vanquish the Night: Return to Transylvania). The iPhone version is a joint work between Kenneth Roe and Antonio Antiochia who is the original author. The iPhone version will add a new touch interface and sounds.

If you ever played the original version, here's your chance to get it again for free. Even if you miss the Halloween sale, the game will be available for only $0.99.

App Store Link: Transylvania Adventure, Free (Halloween)

Closer Look at 'Beneath a Steel Sky: Remastered'

Tuesday, October 13th, 2009

733638_5While we announced the release of the classic point and click adventure Beneath a Steel Sky for the iPhone, we never took a closer look at the release.

Originally released for the Amiga and DOS in 1994, Beneath a Steel Sky is a graphical adventure set in Australia in a dystopian future. The original game received very high praise at the time of its release and is widely considered to be one of the best adventure games ever created.

The iPhone port of the game has since received rave reviews in our forums. Unlike, LucasArts' Secret of Monkey Island, Beneath a Steel Sky has not been completely re-rendered for the iPhone version, but that's not to say it doesn't have its share of notable improvements.

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The iPhone game offers new animated cut scenes, re-sampled voice work and higher quality music. As well, an extensive hint system that will prevent you from getting stuck. Most importantly is that the traditional point-and-click interface has been revamped to the iPhone's touch screen. Rather than controlling a virtual pointer, you can touch and drag your finger across the screen. Items of interest light up with a small blue circle. Tapping on that circle then brings up contextual icons that let you act on that item. An eye, for example. lets you look at the item, while gears allow you to manipulate an item. Meanwhile, inventory items can simply be dragged over to items of interest to activate them. In this regard, the game is a notable improvement over Secret of Monkey Island, and plays much more like a natural iPhone game.

We've recorded some of the animated intro scene as well as basic gameplay elements in this video:

The game's story and dialog remains enjoyable and immersive and the iPhone port does justice to the classic title. While the PC version game has been available for free over the years, the iPhone version is a worthy conversion for fans and newcomers to the series.

App Store Link: Beneath a Steel Sky, $4.99

TouchArcade Rating:

Official 'Pang Mobile' Arrives for iPhone

Tuesday, October 13th, 2009

570328_4Pang (or Buster Bros.) was a popular 1989 arcade game that was subsequently ported to a number of home computer platforms. The basic gameplay has already spawned a number of App Store clones including Chippy [$1.99], Buster Boy [$0.99], LaserBug [$1.99], Bubble Pang Free [Free].

Player X, however, has brought an official Pang port to the iPhone with Pang Mobile [$2.99]. The gameplay is rather simple by today's standards, and also pretty unforgiving. The game involves popping balloons bouncing on the screen with one of several possible weapons. The standard weapon is a harpoon that fires upward. If a balloon contacts the harpoon, it splits into smaller pieces. This repeats until your eliminate all the bouncing balloons. Smaller balloons, however, bounce at lower heights, making them harder to hit. Power-ups allow for a double shot, machine gun, and shield, while in-level obstacles can help or hurt your chances.

For long time fans, the mobile version seems to deliver on the Pang experience. Pang Mobile offers two modes: World Tour and Infinite Challenge. The game is controlled using a "touch area" that allows you to slide back and forth to move left/right. This avoids the imprecision of virtual buttons. Options include adjustments for difficulty and control sensitivity.

Video shows the game in World Tour and Infinite modes:

The game offers a local high score board only and only single player mode.

Not being a Pang player back in the day, it's hard to speak as to how accurate a port this is, but early adopters seem to be enjoying it. Any fans of classic arcade action may also want to consider it.

App Store Link: Pang Mobile, $2.99

TouchArcade Rating:

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