‘Retro’ Category Articles

GDC 2010: Hands-On with Dungeon Crawler '100 Rogues'

Monday, March 15th, 2010

Out at GDC 2010 last week I had a chance to sit down with Wes Paugh of Dinofarm Games to get a bit of hands-on time with their upcoming iPhone roguelike, 100 Rogues, which we covered, most recently, last month.

Wes explained that 100 Rogues is designed to be approachable by adventure gamers that aren't necessarily hardcore roguelike aficionados. The game features a modern, enhanced graphics set that should appeal to players more than the fairly sparse presentation of most roguelikes out there. Certain options and items have been kept more basic, as well, in the name of keeping things straight forward for the player. For example, there are only two character classes: Fairy Wizard and Human Crusader, and there are a good number of items to collect and equip along the way, but not the thousands of obscure scrolls found in the more traditional roguelike offerings.

100 Rogues, a name inspired by the SNES title 100 Worlds Quest, features not only an array of dungeon enemies, such as Bats, Rats, Skybabies, Gypsies, and Bandits, but also the occasional boss enemies, including a Genie and even Satan himself. A tap-based inventory and attack menu system designed to be quickly accessible on the iPhone has been implemented.

The initial release will feature two game worlds, with four to five additional worlds to be made available down the road through updates.

Have a look at the brief gameplay video we were able to capture during our meet.

The iPhone is happily host to several excellent roguelike dungeon crawlers, including Rogue Touch [$2.99] and Sword of Fargoal [$4.99]. Based on what I saw of 100 Rogues at GDC, Dinofarm's own take on the formula is sure to be listed among those of quality.

100 Rogues is set to appear in the App Store in just a couple of weeks.

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GDC 2010: 'Sword & Sworcery EP'- The Most Amazing Game I've Seen at GDC

Thursday, March 11th, 2010

This morning I met with the guys behind Sword & Sworcery EP: Craig D. Adams of Superbrothers, Nathan Vella of Capybara Games, and musician Jim Guthrie. In its current state, Sword & Sworcery EP, is less of a game and more of an "experience", but both Blake and I were completely blown away by the music, atmosphere, and profound feel of the whole thing.

Sword & Sworcery EP seems like a classic pixelized old school adventure game where players find themselves in a mysterious world to explore. The game has two distinct play modes currently, a landscape mode for exploring, and when you enter combat, turning the phone sideways changes the game to the battle mode, which plays a lot like the classic NES Punch Out. You can swing with your sword, dodge, and block.

The team has put together two videos of the first section of the game, which they've described as "like the tram ride in Half-Life." If you've never played Half-Life, the game started with a minimally interactive train ride of sorts that did a fantastic job of setting the mood for the entire game. After taking the Sword & Sworcery tram ride, all I can really say is wow.

Horizontal "sworcery" mode:

Vertical "sword" mode:

Sword & Sworcery recently won an achievement in art at IGF Mobile 2010, and is scheduled for a Q2 2010 release. The team is planning on slowly releasing more details (and hopefully gameplay videos) over the next few months. Out of all the games we've seen so far at GDC, this is the one we're by far the most excited for.

At this point in the life cycle of the App Store, it's starting to seem like games are often very similar to existing games, with one or two tweaks or a vaguely different feature set. Sword & Sworcery feels unlike anything I've played on the iPhone, and I can't wait to dive deeper in to it.

'Vector Tanks Extreme': A Glowing Vector Ball of Insanity

Monday, March 1st, 2010

Late last week we posted a preview of Vector Tanks Extreme, which was released just hours later through author (and retro lord) Peter Hirschberg's new operation, BlipTime Studios. As I had the final build in-hand a few days before its official release, I knew the game was something to get excited about, but since then I've spent a great deal more time with the title and, well, I haven't been disappointed. (I have, however, been blown to bits more times than I'd like to confess…)

First, let's step back a moment and take a look at the overall Vector Tanks situation. Peter's original Vector Tanks appeared in the App Store, published by Chillingo, just over one year ago. It delivered a stylized iPhone take on Ed Rotberg's 1980 arcade classic Battlezone, with a large helping of modern-day retro, thanks to the lovely glowing vector effects that make the iPhone's screen feel more like an Atari Quadrascan display than a 3.5-inch LCD. It's some of the best retro gaming to be found in the App Store.

Early this year Peter parted ways with publisher Chillingo and formed his own studio, the aforementioned BlipTime Studios. In that transition, he brought Vector Tanks along — and with an update — but was unable to provide said update for free to those who purchased the Chillingo Vector Tanks release.

As Peter explains it,

…I apologize that there isn't a way to upgrade. I worked with Apple to try and establish and upgrade path for my current customers but the final answer from Apple was that once you change the account under which an app is published, it will always appear as a "new" app and upgrading is NOT possible. I sincerely apologize. I did try and I know it sort of stinks. My hope is that the reduced price will serve as a good-faith gesture to my current customers who wish to pick up this updated version of Vector Tanks.

To soften the blow of the situation to those who purchased the original, and in honor of the release of Vector Tanks Extreme, Peter is offering the latest version of the original, Vector Tanks (Classic Version) [App Store] for free for one week. Everyone reading this post should just go grab it right now.

Now that we've got all that sorted, let's move back to Vector Tanks Extreme. I had, earlier, described the original Vector Tanks as Battlezone on crack. Given that, Vector Tanks Extreme can only be described as Vector Tanks on crack — squared (and on fire, screaming while giving out wedgies). It's one of the most intensive, white-knucle shooters I've ever played on any platform. And this is true even on the easiest setting. But, when you play at the INSANE difficulty level or in the game's unlimited-lives, balls-to-the-wall, 2-minute Rage mode, it's enough to necessitate a heavy dose of beta-blockers.

The game is basically an exercise in GO GO GO, watch the map to dodge enemy fire, swing behind an obstacle for shielding, and lay down the smack as fast and as hard as you can. And if the aforementioned obstacle is slowing you down, just blow it away. Like the original, Vector Tanks Extreme is controlled by left and right thumb sliders at the edges of the screen that guide the action of your tank's tracks. It's a tap to the screen to fire your weapons, and this time around there are more to be found lying about the battlefield. Canons, rapid fire turrets, rockets, rail guns, nukes — not a very good place to get caught in the crossfire.

Notching up the intensity of the virtual battlefield carnage are the encouraging quips of your in-game crew, consisting of the voices of both Jon St. John (the voice of Duke Nukem) and Jeff Straub. When I try to capture the essence of the game experience, I keep conjuring the image of the famous, '80s Memorex advertisement. It's pretty much like that, but on an iPhone. And with glowing vectors.

Vector Tanks Extreme uses the network to track global scoring, but things should get even more interesting when Peter releases the first major update, which will enable network competitive play. I'm quite anxious for that to land, but until then, single play against the game's vicious AI is definitely keeping my hands full.

If all that gets your juices flowing, go grab Vector Tanks (Classic Version) [App Store] – for free (for a few more days) — and give it a try. And if you want to take that experience a fair piece beyond the next level, you know where to look. Vector Tanks Extreme. Can you take it?

App Store Link: Vector Tanks Extreme, $1.99

Exclusive 'Hexen II' Hands-On Preview with Video

Friday, February 26th, 2010

Early this morning Vimov provided us a sneak peek at their iPhone port of Hexen II. It's a work in progress, as currently there's no music yet, the menu system hasn't been implemented, the controls are basic and nowhere near final, and they've got a bunch of performance tweaks to implement to make it run across the whole iPhone and iPod touch device family. But other than that, it's all there.

Hexen II is, obviously, the sequel to Hexen (which was the sequel to Heretic) and was developed by Raven Software and published by Id for the PC in 1997. This first person shooter utilizes a modified version of the Quake engine to add a roleplaying element to the game where players could choose from multiple classes, and increase statistics by earning experience throughout the adventure.

Like the other games in the series, Raven eventually released the source code for Hexen II, which is what is powering the following gameplay video:

The sticky situation that the developers of this Hexen II port face is that, while the actual game source itself has been made open source, the data files that make Hexen II more than just a modded Quake engine are not open source. The preview version we were given is utilizing assets from the free Hexen II demo, but the game itself can't hit the App Store until the developers work our some kind of licensing agreement with Activision.

'Rayman 2: The Great Escape': Coming March 1st by Gameloft

Thursday, February 25th, 2010

First Driver, now Rayman 2: The Great Escape. Gameloft seems to be on a roll with porting old PC / console games to the iPhone platform.

Rayman 2 is a 3D platformer released in late 1999 that takes place in a world known as the "Glade of Dreams" that happens to be infested by robot pirates who, lamentably, invaded and destroyed the "Heart of the World". Now it's up to Rayman to seek out the four magic masks needed to awaken Polokus, the spirit of the world, and set things right.

The game will be available on the App Store on March 1st, and Gameloft released the following trailer which shows quite a bit of gameplay:

When Rayman 2 was first released, it saw a positive reception both from gamers and the gaming media, but the recent Nintendo DS port tarnished much of the magic due to an extremely problematic camera system that made traversing the various 3D obstacles much harder than it should have been. While the original 2D Rayman may have been a better fit for the iPhone, as fans of the Rayman series, we're excited to see this game on the iPhone and hope Gameloft continues porting these classic games of the 90's.

Upcoming 'Vector Tanks Extreme': You're Not Ready [Out Now]

Thursday, February 25th, 2010

Earlier this month we posted an update on Peter Hirschberg and his glowy bit of retro vector goodness known as Vector Tanks. As we indicated in that post, Peter has recently setup his own studio, BlipTime Studios, and through it has released an update to Vector Tanks known as Vector Tanks (Classic Version) [App Store] at $0.99.  As one might suspect, denoting the current game as "classic" indeed betokened the near-term arrival of a rather revamped take on the original.

That game is Vector Tanks Extreme, and Peter has given us an exclusive look at the release version of the title before it makes its App Store debut.

The game has been split into two versions to provide, as Peter tells it, a version that delivers the "retro-simplicity" of the original, along with a version that's "a Vector Tanks experience WAY over the top for those seeking a bit more of a challenge."

Vector Tanks Extreme offers everything the original did, plus more tank types, more weapon types (my personal favorite is the Rail Gun), airborne enemies (helicopters), and downright frenzied action. The standard play mode is Combat, which is a desperate bid to wipe out as many enemies as possible before losing all your lives, while Rage mode gives you unlimited lives and ammunition with the goal of wiping out as many enemies as possible before a two-minute timer runs out. Both modes are brutal, let me assure you. An integrated online scoreboard shows the world your strength (or weakness) and network play support is a planned addition, to arrive in a future update.

I've had the final build of Vector Tanks Extreme on my iPhone for the past few days and have spent considerable time scoping down enemy tanks, jeeps, and copters. Having become quite familiar with the title, I can definitely say that "WAY over the top" is in no way an overstated description. This is perhaps the most intense iPhone shooter I've ever encountered. If you enjoy Vector Tanks and feel it's a little on the difficult side — stay away from Vector Tanks Extreme. You don't have the stuff.

As we mentioned in our earlier piece, in moving from Chillingo to his own BlimpTime Studios for the original Vector Tanks, now known as Vector Tanks (Classic Version), Peter was unable to make the latest version of the game (v1.3.2, posted earlier this month) a free upgrade. But, to help get every owner of the original up to speed on the latest version, he will be offering Vector Tanks (Classic Version) as a free download during the week following the launch of Vector Tanks Extreme. Thanks Peter!

Have a look at the Vector Tanks Extreme trailer to get a taste of the action.

Vector Tanks Extreme has been submitted to the App Store and should be available for download sometime in the next few days at a price of $1.99.

Update: It's come out already: Vector Tanks Extreme, $1.99

'Final Fantasy' and 'Final Fantasy II' – Excellent Ports of RPG Classics

Wednesday, February 24th, 2010

Facing the possibility of bankruptcy in 1987 after a string of failed titles, SquareSoft (now Square Enix) only had the resources left for one final game. Hironobu Sakaguchi was in charge of the seemingly insurmountable task of saving the company. Aptly named, Final Fantasy needed to succeed, and with the help of artist Yoshitaka Amano and composer Nobuo Uematsu, Final Fantasy not only was massively successful, it also spawned the series that has since become the benchmark that nearly all roleplaying games are compared to in one way or another.

Final Fantasy tells the tale of four "Light Warriors" with mysterious backgrounds that have joined forces to restore light to the world and vanquish the evil that has spread across the land, illuminating four elemental orbs in the process. While the plot of the game is entirely cliche by today's standards and the in-game dialog is succinct and non-sensical at times, Final Fantasy was unlike anything console gamers of the late 80's had ever seen before with an epic world map spanning three continents, party customization, and unmatched gameplay depth.

Final Fantasy

The original Final Fantasy [App Store] was not an easy game by any means. The magic system didn't make much sense, the death and save system was extremely unforgiving, and some of the later dungeons required tons of grinding to earn experience and money to buy the provisions needed to make it through alive– And even then, a string of random encounters could put an end to hours of progress. A strategy guide was practically required, and in its day, Funco Land (now GameStop) sold the used Final Fantasy NES cartridge for far more than its original retail price after the supply dwindled following the surprise success of the game.

Final Fantasy has since been remade and rereleased several times over the years, and while the basic story and gameplay mechanics have remained the same, many tweaks and refinements have been applied in the process. The iPhone port of Final Fantasy includes the high resolution graphics and reworked soundtrack of previous revisions, the additional "Soul of Chaos" and "Labyrinth of Time" dungeons, as well as a greatly reduced difficulty level which has served as a point of contention amongst Final Fantasy fans.

Your party seems to level up much faster, you can save anywhere outside of battle, and ineffective attacks are a thing of the past. (Previously if you assigned a party member to attack a monster and that monster dies before they attack, they just swing at nothing instead of the next available target.) Like any good iPhone game, your progress is saved when you quit the game. When you load the game again, you will be able to resume from where you were in a dungeon or on the world map. This has one side effect though, in that you can cheese your way through skipping random encounters by just quitting the game when you enter battle. On your next launch, you'll be right where you were before the battle and can keep on truckin' through the dungeon.

SquareSoft never imagined Final Fantasy would be a smash hit, as the game in no way lends itself to a sequel. A year after the original Japanese release of Final Fantasy, Final Fantasy II hit the streets, starting the trend of releasing Final Fantasy sequels that all feature a similar theme with a new game world as well as tweaks, refinements, and modifications to things like the battle and leveling systems. Again you play as a party of four (this time without the ability to customize which classes were in your party like the first) and once again save the world from evil.

Final Fantasy II

The most drastic change in Final Fantasy II [App Store] is way your characters level up. Instead of strictly increasing in level as you earn a certain amount of experience, the more you use certain abilities, the more powerful they become. For instance, by taking damage you will eventually earn more hit points and by casting spells you eventually earn more magic points. This often confusing cause and effect system was supposed to allow players greater customization of their characters instead of the rigid class types of the original Final Fantasy, but also allowed several opportunities to cheat the system to artificially inflate the various attributes of your party members.

Final Fantasy II also comes with a new system to interact with the various in-game characters where players can memorize certain key terms, then recall them to question townspeople. While there is more interactivity than finding the correct character and talking to them until they tell you the next part of your quest, the new dialog system introduces tons of trial and error as you explore multiple conversation trees with each character you come across.

While advancing the plot may be tedious at times, Final Fantasy II is the first game in the series where you can have less than four party members, with new characters rotating in and out as the plot progressed instead of playing the part of silent protagonists in the first. New vehicles were added, and the chocobo was first introduced, a rideable bird that allows players to move around the game world without random enemy encounters.

Final Fantasy II wasn't available in the US until 2003, as before then what we knew as the Super Nintendo Final Fantasy II was actually Final Fantasy IV, a confusing numbering scheme that wasn't rectified until the release of Final Fantasy VII for the Playstation. The iPhone port of Final Fantasy II also comes with bonus content released in previous remakes of the game. Both the "Soul of Rebirth" and "Arcane Labyrinth" dungeons are included.

Final Fantasy II features the same save system, allowing players to save anywhere. The game also will resume where you left off, and is susceptible to the same random battle cheesing as the original Final Fantasy where you can just quit the game and load it back up before the random battle occurred.

iPhone Adjustments

Both Final Fantasy games are controlled via an on-screen D-Pad for character movement and a button to run while in town or dungeons, with similar menu systems as previous releases, except now the various menu items are all touch sensitive. Movement and menu navigation works well enough to get the job done, but the D-Pad feels stiff and much larger than it should be. Also, navigating the menus can be irritating at times, as the touch areas for scroll bars and some menu options are annoyingly small. Regardless, this didn't hinder gameplay much as neither Final Fantasy game really requires quick or precise movement or menu work.

In battles, the menu system as you may remember it is gone, instead replaced with a row of icons on the bottom of the screen to attack, cast magic, use items, etc. Targeting is as simple as touching the party member or monster you want to select, and overall the battle system works well although like most games with random battles, can get very tedious, especially when backtracking and potentially fighting much lower level enemies that you can kill in one hit but still have to go through all the motions of attacking and targeting.

Conclusion

As far as which game you should get, both are substantial pieces of gaming history. If you weren't around when Final Fantasy and Final Fantasy II were released, keep in mind these early RPG's lack many of the features that have since become commonplace. Because of that, you might require a trip to GameFAQs to figure out what to do or where to go next as it's not always spelled out for you. There's also no quest log if you forgot where you were supposed to be going.

Personally, I love the original Final Fantasy. I've played through the game more times than I can even remember, on more platforms than I'd even care to admit starting with the NES and ending with the iPhone. I'd recommend anyone who considers themselves a fan of RPG's or the Final Fantasy series to download the iPhone port immediately. If like me, you've been around since the beginning, the iPhone version is a competent port and an excellent blast from the past, even with the mediocre controls.

The sequel is good as well, but I've never been a fan of the wacky leveling system, and the new dialog trees that are the result of the key term memorization system will quickly have you heading to GameFAQs. I'd really recommend playing through the first before downloading the second, as if you can't make it through Final Fantasy, you likely won't have the patience for Final Fantasy II.

As an aside, I'm absolutely ecstatic that Square Enix has decided to start porting Final Fantasy games to the iPhone. I think I speak for every iPhone-owning fan of the series when I say: Please, don't stop. Bring them all.

App Store Links:

TouchArcade Rating:

'Transformers G1 Awakening' – Much, Much More Than Meets The Eye

Wednesday, February 24th, 2010

As a child of the 80’s I grew up on Transformers. As a mobile strategy fanatic I’ve been in love with turn-based strategy games for years. It should come as no surprise then that Transformers G1 Awakening ranked pretty high on my most wanted list. But it also ranked fairly high on my list of concerns. After all – Transformers has had countless reinventions over the last few decades, none of which could hold a torch to the series that started it all. Likewise the series has had a number of video game spinoffs, nearly all of which have managed to disappoint. Could a Transformers game released more than 25 years after the series inception possibly live up to the expectations of series purists and strategy fans alike? As mobile gamers first learned in 2008, the answer is a resounding yes.

Originally available for mobile phones back in 2008, Transformers G1 Awakening is a solid strategy game that takes fan service to a whole new level. If you grew up on the original Transformers cartoon from 1984, you’re going to squeal like a 6 year old when you see some of the choices the game has made. The cast is comprised of series mainstays like Optimus Prime and Bumblebee, but the game happily makes room for fan favourites like Grimlock and Ironhide. True to the television storyline, the story starts with the crash of the Ark and continues through to the Space Bridge built by the Decepticons. Jetfire’s first appearance is even true to his back story, starting out with the bad guys and quickly switching sides.

Gameplay here should be familiar to anyone who’s played turn-based strategy games like Rogue Planet or UniWar. Each unit will be able to move a certain number of squares, attack opposing forces, and capture important structures. Unique to Transformers however, is the ability to -– well -– transform. Every character can transform from robot mode to vehicle mode and back again. Vehicle mode offers a major advantage if you need to cover ground as you’ll be able to move around with much greater ease, but it also comes with a major disadvantage as you won’t be able to defend yourself from attacks.

Unlike many of the games that G1 Awakening draws inspiration from, the gameplay emphasizes strategy over sheer force. Certain levels play out more like puzzles than tactical combat situations. By offering up actual characters instead of generic unit types, you can never have more than one of a certain unit on screen at the same time. Like the morale boost Optimus gives his troops, but also enjoy his high attack rating? He can’t be in two places at once, so you’ll need to place him where he’s needed the most.

Some of the characters will share similar stats and abilities, but no two Autobots play exactly alike. Prowl and Sideswipe both utilize ranged attacks, but their distance and power are different. Ironhide had a great chance to deflect damage, but his mobility is severely limited. It’s very rare that you’ll ever have more than 4 or 5 characters on screen in any given level, so knowing the strengths and weaknesses of every character (including those of the Decepticons you’re trying to destroy) is essential to your success.

Having a limited number of characters doesn’t mean you can’t introduce more into the battlefield, it just means you’ll need to be selective on who you introduce. New units can be purchased by spending Energon, which you’ll earn on each turn. The amount you earn depends on the number of pylons or power stations you’ve captured. As strange as it may sound, unit production became one of my favourite parts of the G1 Awakening – not for any gameplay reasons, but because it’s a shining example of the crazy amount of fan love that went into the game design. Units aren’t created in a factory or rolled off the back of a truck – they’re introduced into the battlefield by Metroplex, the Autobots living battle station. The only thing that could have been better is if Blaster was able to produce units like Eject and Rewind, and guess what? He can do that too. If anyone tries to tell you that G1 Awakening isn’t everything an old school Transformers fan has been waiting for, you just tell them to shut their lying mouth.

G1’s campaign is 17 missions long and should take the average gamer 3 or 4 hours to work through – not a bad package, but not necessarily as long as similar turn-based strategy games on the App Store. In addition to the story mode G1 Awakening also offers Showdown mode, a series of challenges that pit the Autobots against the Decepticons in a number of unique situations.

Rounding out the package is Cybertron Arena, G1’s fancy name for multiplayer. Cybertron Arena earns serious points for finally letting us play as the Decepticons, but it loses just as many for its limited gameplay options. You can’t play online, you can’t play over local wifi -– the only option for multiplayer is single device pass’n’play. It’s a good fit for this style of game, but on its own it just feels like too slim an offering. Still, if you don’t have another friend to play with sitting next to you G1 Awakening at least offers up a Cybertron Arena AI option.

Outside of the slim multiplayer options, the only real disappointment here came from the visuals. The game was ported from a 2008 mobile phone release and when you’re issuing commands on the map it really shows. It’s not just that the graphics are ripped from a mobile phone, it’s that the design decisions made for the mobile phone version just made no sense. Each character has a constant animation when standing still that has their torso and arms moving in a way that mimics breathing (which, I’m pretty sure robots don’t do), so we know they can do animations. Yet when characters move around the map in robot mode their feet don’t move. It’s like moving asthmatic chess pieces. The terrible command mode visuals are a stark contrast to the battle visuals which easily rank amongst the best in the genre. Cel-shaded graphics come to life in a quick battle animation that looks like it could have been ripped right out of the series. If anything, they reminded me a lot of the visuals in 2002’s Robotech: Battlecry for home consoles. If you’re not familiar with the game, trust me, that’s a compliment.

As a strategy game, Transformers G1 Awakening offers up enough twists to help it stand out in a sea of similar games. As a Transformers game, it offers up anything and everything an old school Transformers fan could want to see. G1 Awakening isn’t simply a great strategy game, it’s the greatest Transformers game I’ve seen to date.

App Store Link: Transformers G1: Awakening, $4.99

TouchArcade Rating:

Ubisoft's 'Rayman' Is Heading to the iPhone

Monday, February 22nd, 2010

We're not quite sure just how we missed it, but while Touch Arcade was at Macworld 2010, Gameloft posted a short teaser video spreading the news that Ubisoft's classic (and cuddly) platformer Rayman is on its way to the iPhone and iPod touch.

Rayman made his debut in 1995 on the Atari Jaguar and MS-DOS, followed closely by Playstation and Sega Saturn releases. The 2D platformer featured some of the most lavish console graphics ever seen at the time and was immensely playable. I, personally, threw several weeks of my life into the game, glued to my shiny new Playstation back in early 1996. And, while the game was followed up by a number of 2D and 3D sequels, it's really the first that feels the best, and which we believe (and hope) is the version that's headed to the iPhone.

The game's backstory is as amusing as its colorful, cartoony graphics.

In Rayman world's, nature and people live together in peace. The Great Protoon provides and maintains the harmony and balance in the world.

Sorry Folks, this apparently can't last.

… one fateful day, the Great Protoon is stolen by Mr. Dark, an evil being! The Electoons who used to gravitate around it lose their natural stability and scatter all over the world! Troublesome, isn't it? (and untidy, too!) In this now-unbalanced world, strange phenomena begin to occur: freaks and hostile characters appear, capturing every Electoon they can find! They definitely need a HERO to save them now, don't you think?

Rayman must recapture the Great Protoon from its mysterious kidnapper, free the Electoons and reasseble them all to restore the world's harmony. But will the bad guys let him do it?… After all, he doesn't have arms or legs… but don't panic, neither do the bad guys.

Have a look at a bit of gameplay from the Playstation version of the game.

We'll be sure to let readers know when they can expect to begin their own iPhone-based search for the Great Protoon as soon as we get further details.

'Paperboy, 'Super Pipeline' Coming for 'C64 for iPhone'

Saturday, February 20th, 2010

Last month we reported that a number of highly notable retro titles are on the way as DLC for Manomio / Kiloo's C64 for iPhone [App Store] emulator. We've just gotten an update from the developers, naming the first of the upcoming releases.

The first new games out of the gate will be Super Pipeline and Super Pipeline II from Taskset as well as Paperboy from Elite. The Super Pipeline games will cost $0.99, while Paperboy will go for $1.99 as in-game DLC. Following these first titles into the app will be several as yet unnamed free titles.

The developers previously indicated that the app's forthcoming v1.5 update will be focused on usability and playability, with some control and UI tweaks. Kiloo has just pointed further down the road to the v1.6 update that will follow, which they indicate will bring the notable update of customizable controls. We're glad the folks behind C64 for iPhone are keeping the ball rolling for retro fans like myself.

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