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	<title>Touch Arcade &#187; Interview</title>
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	<link>http://toucharcade.com</link>
	<description>... keeping in touch with the latest in iPhone gaming</description>
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		<title>An Interview with Jon Kromrey of Namco Networks&#039; Apple Games Group</title>
		<link>http://toucharcade.com/2009/08/08/an-interview-with-jon-kromrey-of-namco-networks-apple-games-group/</link>
		<comments>http://toucharcade.com/2009/08/08/an-interview-with-jon-kromrey-of-namco-networks-apple-games-group/#comments</comments>
		<pubDate>Sun, 09 Aug 2009 03:57:12 +0000</pubDate>
		<dc:creator>Blake Patterson</dc:creator>
				<category><![CDATA[Interview]]></category>

		<guid isPermaLink="false">http://toucharcade.com/?p=15731</guid>
		<description><![CDATA[We broke the news a few weeks back that Namco Networks had created a dedicated Apple Games group, separate from the rest of its mobile division, to allow a particularly strong focus on the iPhone as a games platform.  We recently had the chance to interview Jonathan Kromrey, head of the new Apple Games group, [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-thumbnail wp-image-1902" title="namco" src="http://toucharcade.com/wp-content/uploads/2009/02/namco-150x150.gif" alt="namco" width="150" height="150" />We <a href="http://toucharcade.com/2009/07/20/namco-creates-apple-games-division-announces-pac-man-remix/">broke the news</a> a few weeks back that Namco Networks had created a dedicated Apple Games group, separate from the rest of its mobile division, to allow a particularly strong focus on the iPhone as a games platform.  We recently had the chance to interview Jonathan Kromrey, head of the new Apple Games group, regarding the formation of the division and what it means to iPhone gaming.</p>
<p>Kromrey, who spent time as a producer at <a href="http://mobile.iplay.com/">I-Play Mobile Gaming</a>, has most recently been part of Apple&#039;s own, internal iPhone apps division and was involved with the phenomenally successful Apple iPhone game release of <em>Texas Hold&#039;em</em> [<a href="http://toucharcade.com/link/http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=284602850&amp;mt=8">App Store</a>].  He came to Namco Networks, bringing with him a team of developers from both Apple and EA, with the goal of &#034;bringing freshness and newness to iPhone gaming.&#034;  He indicates that his group has plans to not only bring a number of popular Japanese Namco titles to the iPhone, but also to generate wholly new titles written specifically for the platform.  And when asked if the division intends to act as a publishing arm for independent developers, his response was a definitive &#034;hell yes!&#034;  In fact, the group has signed two such deals, one of which will bear App Store fruit within the month.</p>
<p><a href="http://toucharcade.com/wp-content/uploads/2009/08/804917.jpg"><img src="http://toucharcade.com/wp-content/uploads/2009/08/804917-300x200.jpg" alt="804917" title="804917" width="300" height="200" class="alignleft size-medium wp-image-15768" /></a>Kromrey calls the iPhone &#034;a wide open platform,&#034; ripe for both hardcore as well as casual game titles that everyone can enjoy.  And games along these lines should appear scattered across the price-point scale.  His group feels that a sound strategy for iPhone game releases involves basic, quick-play games at a low ($.99) price point, more involved and full-featured titles at a moderate ($4.99) price point, as well as long-play, large-scale games complete with microtransactions at a premium ($9.99) price point.  And, in our reckoning, this seems the right strategy to maximize a studio&#039;s market penetration.</p>
<p>iPhone 3GS owners have particular reason to be excited about Namco Network&#039;s  newly formed division.  Kromrey calls the difference in capabilities between the iPhone 3G and 3GS &#034;huge,&#034; and points to Namco&#039;s popular<em> <a href="http://toucharcade.com/2009/02/18/do-you-love-katamari-try-it-for-free/">I Love Katamari</a></em> [<a href="http://toucharcade.com/link/http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=299484013&amp;mt=8">App Store</a>] as an example of a title that illustrates the increased power of the 3GS.  And, more than just delivering games with higher framerates on Apples&#039; new unit, Kromrey&#039;s team fully intends to exploit the features of the new device (such as the OpenGL ES 2.0 pipeline) in full.</p>
<p><a href="http://toucharcade.com/wp-content/uploads/2009/08/Soul_Calibur_DC.jpg"><img src="http://toucharcade.com/wp-content/uploads/2009/08/Soul_Calibur_DC-300x225.jpg" alt="Soul_Calibur_DC" title="Soul_Calibur_DC" width="300" height="225" class="alignright size-medium wp-image-15765" /></a>In other, recent interviews, Namco Networks&#039; Apple Games chief has been asked about the possible arrival of <em>Tekken</em>, <em>Soulcalibur</em>, and the like on the iPhone platform.  And while he would not confirm any specifics, Kromrey indicated that, with such titles, getting the controls <em>exactly</em> right is key, and that depending in particular on success in this area, the iPhone may indeed see such titles lighting up its four-inch touchscreen.</p>
<div class="tweetmeme_button" style="float: right; margin-left: 10px;"><a href="http://api.tweetmeme.com/share?url=http%3A%2F%2Ftoucharcade.com%2F2009%2F08%2F08%2Fan-interview-with-jon-kromrey-of-namco-networks-apple-games-group%2F"><img src="http://api.tweetmeme.com/imagebutton.gif?url=http%3A%2F%2Ftoucharcade.com%2F2009%2F08%2F08%2Fan-interview-with-jon-kromrey-of-namco-networks-apple-games-group%2F" height="61" width="51" /></a></div>]]></content:encoded>
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		<slash:comments>14</slash:comments>
		</item>
		<item>
		<title>Christian Whitehead On &#039;Sonic CD&#039; and His Retro Engine</title>
		<link>http://toucharcade.com/2009/07/29/christian-whitehead-on-sonic-cd-and-his-retro-engine/</link>
		<comments>http://toucharcade.com/2009/07/29/christian-whitehead-on-sonic-cd-and-his-retro-engine/#comments</comments>
		<pubDate>Wed, 29 Jul 2009 04:42:41 +0000</pubDate>
		<dc:creator>Eli Hodapp</dc:creator>
				<category><![CDATA[Action]]></category>
		<category><![CDATA[Adventure]]></category>
		<category><![CDATA[Developer Corner]]></category>
		<category><![CDATA[Interview]]></category>
		<category><![CDATA[Platform]]></category>
		<category><![CDATA[Upcoming Games]]></category>
		<category><![CDATA[iPhone games]]></category>
		<category><![CDATA[iPod touch games]]></category>

		<guid isPermaLink="false">http://toucharcade.com/?p=14762</guid>
		<description><![CDATA[This certainly has been an interesting last couple of days, between Sega&#039;s challenge to gamers to come up with what game to make next and then Christian Whitehead&#039;s surprise response unveiling a remarkable Sonic CD proof of concept port created with his own Retro Engine Development Kit.
Eager to know more about both Sonic CD and [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://toucharcade.com/wp-content/uploads/2009/07/sonic_cd_title.gif"><img src="http://toucharcade.com/wp-content/uploads/2009/07/sonic_cd_title-300x210.gif" alt="sonic_cd_title" title="sonic_cd_title" width="300" height="210" class="alignright size-medium wp-image-14769" /></a>This certainly has been an interesting last couple of days, between <a href="http://toucharcade.com/2009/07/27/sega-asks-what-should-they-bring-to-the-iphone-next/">Sega&#039;s challenge to gamers</a> to come up with what game to make next and then <a href="http://toucharcade.com/2009/07/28/sonic-cd/">Christian Whitehead&#039;s surprise response</a> unveiling a remarkable <em>Sonic CD</em> proof of concept port created with his own Retro Engine Development Kit.</p>
<p>Eager to know more about both <em>Sonic CD</em> and the <a href="http://www.christianwhitehead.com/soniccd/view.html">iPhone Retro Engine and Retro Engine Development Kit</a> (or RDSK), we fired off a series of questions. The interview is totally worth a read, but beware, it will only make you want <em>Sonic CD</em> and other games produced by the RDSK even more.</p>
<hr width="50%">
<p><strong>Eli Hodapp</strong>: How flexible is the RSDK? Is it tied to a game like <em>Sonic</em> or would something like <em>Castlevania</em> with RPG elements be possible?</p>
<p><strong>Christian Whitehead</strong>: All of the actual <em>Sonic CD</em> logic is script driven, so the Retro Engine is more than capable of different styles of gameplay. A game like <em>Castlevania</em> would definitely be possible, since the engine excels at handling 2D side scrollers. Stuff like top down RPG&#039;s would be fine too, I wouldn&#039;t count it on doing something like a full on 3D racing game though!</p>
<p><span id="more-14762"></span>
<p align="center"><a href="http://toucharcade.com/wp-content/uploads/2009/07/rsdk1.png"><img src="http://toucharcade.com/wp-content/uploads/2009/07/rsdk1-1024x570.png" alt="rsdk1" title="rsdk1" width="500" class="alignright size-large wp-image-14771" /></a></p>
<p><strong>EH</strong>: What is involved in building a game in the RDSK? Does the it somehow interpret the ROM file to generate levels and sprites automatically? Can you tell us how closely your RSDK relates to the original ROM code? </p>
<p><strong>CW</strong>: Using clean reverse engineering, I&#039;ve been able to extract the level layouts and sprites in a pretty automated fashion. The formats in Sonic CD (especially the PC version) were pretty easy to deduce. I haven&#039;t touched the original ROM code though&#8230; I don&#039;t have that level of understanding of Motorola 68k assembly.</p>
<p><strong>EH</strong>: How much research did you do on the <em>Sonic CD</em> game? The physics in your demo look spot on, what was the trick behind that? </p>
<p><strong>CW</strong>: Quite a lot to be honest, it owes much to my many years as a Sonic fan. If you go to <a href="http://www.sonicretro.org/">http://www.sonicretro.org/</a> you&#039;ll see a community that&#039;s very interested in dissecting the original games. That&#039;s why the demo was made in a short time, I know Sonic inside out, and so have a very clear understanding as to how it can be recreated. It involved a lot of frame by frame analysis of the game running in an emulator to observe how the game (and all its objects) behaves in detail. I could go on and on, but y&#039;know&#8230; trade secrets? <img src='http://toucharcade.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p><a href="http://toucharcade.com/wp-content/uploads/2009/07/rsdk2.png"><img src="http://toucharcade.com/wp-content/uploads/2009/07/rsdk2-300x167.png" alt="rsdk2" title="rsdk2" width="300" height="167" class="alignleft size-medium wp-image-14773" /></a><strong>EH</strong>: On your site you mention putting together the Sonic CD proof of concept in a month. Does that count development of the Retro Engine and RSDK, if not, how long did those take you to do? </p>
<p><strong>CW</strong>: Officially, the Retro Engine and RSDK have been in development since March 2008. However, the iPhone version of the engine actually only took a week to set up!</p>
<p><strong>EH</strong>: During your month long process of porting what you have so far of Sonic CD, what was your average work day like? </p>
<p><strong>CW</strong>: I&#039;m a freelancer and a musician too, so it was sort of in between a lot of this stuff. Lot&#039;s of late nights, and giving up partying! But yeah, it certainly wasn&#039;t some insane crunch period you hear about at some of the big name studios.</p>
<p><strong>EH</strong>: What is the work flow of starting a new game in the RSDK? Say you wanted to remake <em>Gunstar Heroes</em>, what would be involved?</p>
<p><strong>CW</strong>: To create a game like <em>Gunstar Heroes</em>, or to literally port it? Obviously a literal port requires a degree of reverse engineering to find out how stuff like level layouts and sprites can be extracted first. But creating a new game in the style of <em>Gunstar Heroes</em> would just be a normal game development process. One thing I want to make very clear: The Retro Engine and RSDK are not magic, it will NOT instantly port a game for you (or toast your bread either). All it does is provide a fast and efficient 2D framework, which has features very similar to what were present in many 2D games of the &#039;golden&#039; 16 and early 32 bit era along with a nice editors and powerful scripting system. It takes the hassle out of having to set up API&#039;s, you can just get down to business.</p>
<p align="center"><a href="http://toucharcade.com/wp-content/uploads/2009/07/rsdk3.png"><img src="http://toucharcade.com/wp-content/uploads/2009/07/rsdk3-1024x570.png" alt="rsdk3" title="rsdk3" width="500" class="aligncenter size-large wp-image-14775" /></a></p>
<p><strong>EH</strong>: What are your plans for the future with the RSDK? Has Sega been receptive to your <em>Sonic CD</em> demo? Ideally would you want to sell them the RSDK technology or just a perfectly ported copy of the game?</p>
<p><strong>CW</strong>: Personally, I&#039;m only marketing end product <em>Sonic CD</em> to SEGA, not the actual engine. I&#039;m proud of my work and it&#039;d be a shame to let it go and not be able to develop it further for my own future endeavors. The pitch was made to Sega about 2 weeks ago, and after an initial response, I hadn&#039;t heard back until they made that blog post. That&#039;s what made me decide to show it publicly, they asked what to port and I wanted them to see a clear answer.</p>
<p><a href="http://toucharcade.com/wp-content/uploads/2009/07/ddici_01.gif"><img src="http://toucharcade.com/wp-content/uploads/2009/07/ddici_01-300x187.gif" alt="ddici_01" title="ddici_01" width="300" height="187" class="alignright size-medium wp-image-14778" /></a><strong>EH</strong>: In 1990, John Carmack and Tom Hall built a similar demonstration based on their own game engine running the first level of <em>Super Mario 3</em> titled &#034;<a href="http://www.youtube.com/watch?v=cj4HJkeQSg0"><em>Dangerous Dave in Copyright Infringement</em></a>.&#034; Nintendo politely refused their offers to make a <em>Super Mario</em> port for the PC and they went on to use that same engine for <em><a href="http://en.wikipedia.org/wiki/Commander_Keen">Commander Keen</a></em>. Do you have any similar contingency plans if Sega gives you the cold shoulder and/or sends you a cease and desist?</p>
<p><strong>CW</strong>: Gary the Porcupine anyone?&#8230; Seriously though, I do have my own game ideas that I&#039;ll be pursuing if this all folds up. I really like the iPhone as a gaming platform, so it wouldn&#039;t be the last you&#039;d hear from me.</p>
<hr width="50%">
<p>And there you have it! Sounds like amazing technology, and I can&#039;t wait to play a game built with it whether it&#039;s <em>Sonic CD</em> or some other game. Since we first posted about it, their <a href="http://blogs.sega.com/usa/2009/07/27/community-brainstorm-we-want-your-iphone-game-ideas/">comments</a> have been flooded by people demanding <em>Sonic CD</em>. If you want to see Sega explore the Retro Engine instead of their current barely-playable emulator, let them know.</p>
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		<slash:comments>21</slash:comments>
		</item>
		<item>
		<title>WWDC: Interview with Gameloft CEO Michel Guillemot</title>
		<link>http://toucharcade.com/2009/06/10/wwdc-interview-with-gameloft-ceo-michel-guillemot/</link>
		<comments>http://toucharcade.com/2009/06/10/wwdc-interview-with-gameloft-ceo-michel-guillemot/#comments</comments>
		<pubDate>Wed, 10 Jun 2009 05:07:27 +0000</pubDate>
		<dc:creator>Blake Patterson</dc:creator>
				<category><![CDATA[Interview]]></category>
		<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://toucharcade.com/?p=9912</guid>
		<description><![CDATA[At WWDC Touch Arcade had the opportunity to interview Gameloft President and CEO Michel Guillemot concerning his views on iPhone gaming and what the announcement of the new iPhone 3G S means to his studio.
Guillemot&#039;s involvement in the game industry began with the formation of Ubisoft Entertainment by him and his brothers in 1986.  Ubisoft [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-full wp-image-9934" title="m_guillemot" src="http://toucharcade.com/wp-content/uploads/2009/06/m_guillemot.jpg" alt="m_guillemot" width="250" height="309" />At WWDC Touch Arcade had the opportunity to interview <a href="http://www.gameloft.com">Gameloft</a> President and CEO Michel Guillemot concerning his views on iPhone gaming and what the announcement of the new iPhone 3G S means to his studio.</p>
<p>Guillemot&#039;s involvement in the game industry began with the formation of Ubisoft Entertainment by him and his brothers in 1986.  Ubisoft quickly became a very successful publisher as gaming evolved into a major industry.  But as Guillemot tells it, he longed to get back to the days of home computer gaming, when people owned a computer primarily for reasons other than gaming, but would engage in casual gaming as a matter of course.  Seeing the rise of the mobile handset, which he (correctly) believed most everyone would soon be carrying, Guillemot saw an opportunity to provide games in a model analogous to the home computer days of old.  And so was born Gameloft in 1999.</p>
<p>The highly successful Gameloft of 2009, with 4,000 employees worldwide, develops games for around 1,200 different mobile handsets as well as most major home and mobile consoles.  But Guillemot makes no effort to hide his particular excitement for Apple&#039;s iPhone platform.</p>
<blockquote><p>When Steve Jobs announced the App Store and the business model, I said they are going to do as well on the App Store and on the business model as what they did on the iPhone itself, which is creating something which is quite mature, quite balanced, quite sustainable in the long run.  And that&#039;s why, as a company, we decided to really invest and support it, because it was, to me, really a kind of very advanced thinking to have these three elements [iPhone, iTunes and the business model] connected and together, reaching consumers with a very comprehensive approach.  So, I think it was very much 21st century in the making and a clear cut from anything we had seen so far.</p></blockquote>
<p>In his view, Apple set the tone for the mobile gaming device of the 21st century.</p>
<blockquote><p>What I think is that two years ago, handset makers and carriers were a little bit lost.  We were telling them that they should bet on the game side &#8212; to make sure that the handset would be game friendly.  But, for some reason, they were not.  And then Apple came and convinced many people &#8212; the right way: see, it works!  And now what we see is that everyone is trying to emulate them.     Apple came from outside and took the lead&#8230;.  And so I expect that, in the race where the leader is still running and still accelerating [ laughs ], it&#039;s challenging.  Because, if they already overtook you and they&#039;re still accelerating, you really have to consider that seriously if you want to remain in the race.</p></blockquote>
<p><img class="alignleft size-full wp-image-9981" title="gameloft logo image" src="http://toucharcade.com/wp-content/uploads/2009/06/picture-41.png" alt="gameloft logo image" width="270" height="81" />And while he is dedicated to supporting the newly emerging units that seek to surpass the iPhone, he points out that for gaming those companies are at a disadvantage.  The just-launched Palm Pre, for example, Guillemot considers to be a nice device, but feels its webOS HTML5 development model puts it just about where the iPhone was for gaming before the SDK was announced.  The Android devices, he feels, also hold less promise for gamers as compared to Apple&#039;s device.</p>
<blockquote><p>Android is Java &#8230; Java takes two-thirds of the power.  So, when you drive a car &#8211; if you take the same car with 1/3 of the horse power, you will not have the same experience.</p></blockquote>
<p>Guillemot was pleased by Apple&#039;s announcement of the iPhone 3G S on Monday and is eager too see what advancements the new hardware will enable for his studio&#039;s games.  And while he feels the more capable device will raise gamers&#039; expectations and make the coming year more challenging than the last for iPhone gamemakers, he appears to be rather undaunted.</p>
<p>Perhaps no surprise from a man whose studio creates games for most every mobile platform on the planet.</p>
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		<slash:comments>19</slash:comments>
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		<item>
		<title>Game Day at the Luna City Arcade: An Interview with Peter Hirschberg</title>
		<link>http://toucharcade.com/2009/04/27/game-day-at-the-luna-city-arcade-an-interview-with-peter-hirschberg/</link>
		<comments>http://toucharcade.com/2009/04/27/game-day-at-the-luna-city-arcade-an-interview-with-peter-hirschberg/#comments</comments>
		<pubDate>Mon, 27 Apr 2009 20:44:42 +0000</pubDate>
		<dc:creator>Blake Patterson</dc:creator>
				<category><![CDATA[Interview]]></category>
		<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://toucharcade.com/?p=5707</guid>
		<description><![CDATA[This past Saturday was an open &#034;Game Day&#034; at Peter Hirschberg&#039;s Luna City Arcade.  Peter is a devout retro gaming fan and is author of the iPhone port of Atari&#039;s Adventure [App Store] as well as Battlezone-like Vector Tanks [App Store].
The Luna City Arcade is a two-story, 60&#039; x 40&#039; building housing, presently, about 80 [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.flickr.com/photos/blakespot/sets/72157617343454872/"><img class="alignright size-full wp-image-5723" title="luna_city_peter" src="http://toucharcade.com/wp-content/uploads/2009/04/luna_city_peter.jpg" alt="luna_city_peter" width="320" height="213" /></a>This past Saturday was an open &#034;Game Day&#034; at Peter Hirschberg&#039;s <a href="http://lunacityarcade.com/">Luna City Arcade</a>.  Peter is a devout retro gaming fan and is author of the iPhone port of Atari&#039;s<em> Adventure</em> [<a href="http://toucharcade.com/link/http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=296563933&amp;mt=8">App Store</a>] as well as <em>Battlezone</em>-like <em>Vector Tanks</em> [<a href="http://toucharcade.com/link/http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=304348380&amp;mt=8">App Store</a>].</p>
<p>The Luna City Arcade is a two-story, 60&#039; x 40&#039; building housing, presently, about 80 retro video games and pinball machines primarily from the late &#039;70s and early &#039;80s.  Peter has a Game Day every few months at the arcade, which is located about 70 miles west of Washington D.C.</p>
<p>This past weekend, I was lucky enough to attend the Game Day and gather some <a href="http://www.flickr.com/photos/blakespot/sets/72157617343454872/">photos</a> and video footage of the retro gaming goodness taking place as well as corner Peter for a few minutes to get his thoughts on retro gaming and a few details that went into the making of <em>Adventure</em> and <em>Vector Tanks</em> for the iPhone.</p>
<p>See the fun that was had in the only existing arcade of its kind, the Luna City Arcade.</p>
<p style="text-align: center;"><object width="525" height="316" data="http://www.youtube.com/v/WBqOflGdlhE&amp;hl=en&amp;fs=1&amp;ap=%2526fmt%3D22" type="application/x-shockwave-flash"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/WBqOflGdlhE&amp;hl=en&amp;fs=1&amp;ap=%2526fmt%3D22" /><param name="allowfullscreen" value="true" /></object><br />
[ <a href="http://www.youtube.com/watch?v=WBqOflGdlhE&amp;fmt=22">Full HD version</a> | <a href="http://www.youtube.com/watch?v=WBqOflGdlhE">Low Bandwidth version</a> ]</p>
<p>After the jump, see our causal video interview of Peter, held in the loft above the arcade.</p>
<p><span id="more-5707"></span></p>
<p>The video interview with Peter is divided into two ~10-minute parts.</p>
<p>Part 1:</p>
<p style="text-align: center;"><object width="525" height="316" data="http://www.youtube.com/v/H-2FosFJEo0&amp;hl=en&amp;fs=1&amp;ap=%2526fmt%3D22" type="application/x-shockwave-flash"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/H-2FosFJEo0&amp;hl=en&amp;fs=1&amp;ap=%2526fmt%3D22" /><param name="allowfullscreen" value="true" /></object><br />
[ <a href="http://www.youtube.com/watch?v=H-2FosFJEo0&amp;fmt=22">Full HD version</a> | <a href="http://www.youtube.com/watch?v=H-2FosFJEo0">Low Bandwidth version</a> ]</p>
<p>Part 2:</p>
<p style="text-align: center;"><object width="525" height="316" data="http://www.youtube.com/v/iftbN3EJ16A&amp;hl=en&amp;fs=1&amp;ap=%2526fmt%3D22" type="application/x-shockwave-flash"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/iftbN3EJ16A&amp;hl=en&amp;fs=1&amp;ap=%2526fmt%3D22" /><param name="allowfullscreen" value="true" /></object><br />
[ <a href="http://www.youtube.com/watch?v=iftbN3EJ16A&amp;fmt=22">Full HD version</a> | <a href="http://www.youtube.com/watch?v=iftbN3EJ16A">Low Bandwidth version</a> ]</p>
<div class="tweetmeme_button" style="float: right; margin-left: 10px;"><a href="http://api.tweetmeme.com/share?url=http%3A%2F%2Ftoucharcade.com%2F2009%2F04%2F27%2Fgame-day-at-the-luna-city-arcade-an-interview-with-peter-hirschberg%2F"><img src="http://api.tweetmeme.com/imagebutton.gif?url=http%3A%2F%2Ftoucharcade.com%2F2009%2F04%2F27%2Fgame-day-at-the-luna-city-arcade-an-interview-with-peter-hirschberg%2F" height="61" width="51" /></a></div>]]></content:encoded>
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		<slash:comments>16</slash:comments>
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		<title>Digital Chocolate&#039;s Trip Hawkins Talks iPhone Gaming</title>
		<link>http://toucharcade.com/2009/04/15/digital-chocolates-trip-hawkins-talks-iphone/</link>
		<comments>http://toucharcade.com/2009/04/15/digital-chocolates-trip-hawkins-talks-iphone/#comments</comments>
		<pubDate>Wed, 15 Apr 2009 15:25:43 +0000</pubDate>
		<dc:creator>Blake Patterson</dc:creator>
				<category><![CDATA[Interview]]></category>
		<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://toucharcade.com/?p=4549</guid>
		<description><![CDATA[William &#039;Trip&#039; Hawkins III was the Director of Strategy and Marketing at Apple when he left in 1982 to form software house Electronic Arts which, during his tenure, became the world&#039;s largest video game publisher (and today, remains one of the world&#039;s leading publishers).  He left EA in the early &#039;90s to form 3DO which, [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-full wp-image-4552" title="trip_hawkins" src="http://toucharcade.com/wp-content/uploads/2009/04/trip_hawkins.jpg" alt="trip_hawkins" width="225" height="205" />William &#039;Trip&#039; Hawkins III was the Director of Strategy and Marketing at Apple when he left in 1982 to form software house Electronic Arts which, during his tenure, became the world&#039;s largest video game publisher (and today, remains one of the world&#039;s leading publishers).  He left EA in the early &#039;90s to form 3DO which, thanks to Sony and the Playstation, was a venture of rather less sucess.</p>
<p>As mobile devices began seeing widespread use, Hawkins formed mobile game development company <a href="http://www.digitalchocolate.com/">Digital Chocolate</a> in 2003.  The now 350 person, San Mateo, CA-based company has developed games for a wide variety of mobile handsets and has received a number of accolades, including the Best Developer of the Year awards from both <em>IGN</em> and <em>Mobile Entertainment</em>.</p>
<p>And while four of the five iPhone games Digital Chocolate has released for the iPhone since December have hit No. 1 in the App Store &#8212; no small feat &#8212; Hawkins <a href="http://venturebeat.com/2009/04/14/late-to-the-iphone-trip-hawkins-digital-chocolate-falls-in-love-with-it/">admits to VentureBeat</a> that the company was late to the game with the iPhone.</p>
<blockquote><p>The iPhone for us was a spectacularly pleasant surprise. We had no idea it was going to be as good for us as it turned out to be.</p></blockquote>
<p>Hawkins indicates that the iPhone presents a rare opportunity for Digital Chocolate and that it is really incomparable as a game platform to the myriad of mobile handsets on the market.</p>
<blockquote><p>It’s by far our most effective platform. We make as much money with these games on one device as we do putting a game on 100 different cell phone platforms. Between the iPod Touch and the iPhone, I think the platform is freaking out Sony and Nintendo. Apple has sold 30 million units so far and it has created tremendous awareness. It has taken ground all over the world. But it has only penetrated one half of one percent of its total market.<br />
&#8230;<br />
The platform can finally keep up with the things that you want to do. It reminds me of the Sega Genesis, when EA finally had a platform that could keep up with the games we wanted to make.</p></blockquote>
<p>See <a href="http://venturebeat.com/2009/04/14/late-to-the-iphone-trip-hawkins-digital-chocolate-falls-in-love-with-it/">VentureBeat&#039;s full interview</a> to hear more of Trip Hawkins&#039; thoughts on Apple&#039;s mobile games console.</p>
<div class="tweetmeme_button" style="float: right; margin-left: 10px;"><a href="http://api.tweetmeme.com/share?url=http%3A%2F%2Ftoucharcade.com%2F2009%2F04%2F15%2Fdigital-chocolates-trip-hawkins-talks-iphone%2F"><img src="http://api.tweetmeme.com/imagebutton.gif?url=http%3A%2F%2Ftoucharcade.com%2F2009%2F04%2F15%2Fdigital-chocolates-trip-hawkins-talks-iphone%2F" height="61" width="51" /></a></div>]]></content:encoded>
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		<slash:comments>12</slash:comments>
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		<item>
		<title>Firemint Talks about &#039;Real Racing&#039; and Reveals New Details, Screenshots, Video</title>
		<link>http://toucharcade.com/2009/03/19/firemint-talks-about-real-racing-and-reveals-new-details-screenshots-video/</link>
		<comments>http://toucharcade.com/2009/03/19/firemint-talks-about-real-racing-and-reveals-new-details-screenshots-video/#comments</comments>
		<pubDate>Thu, 19 Mar 2009 19:03:57 +0000</pubDate>
		<dc:creator>arn</dc:creator>
				<category><![CDATA[Exclusives]]></category>
		<category><![CDATA[Interview]]></category>
		<category><![CDATA[Upcoming Games]]></category>

		<guid isPermaLink="false">http://toucharcade.com/?p=2202</guid>
		<description><![CDATA[
Firemint CEO Robert Murray
We&#039;ve been closely following Firemint&#039;s Real Racing game since its initial preview back in August 2008.  We were very impressed by the brief clip that was provided at that time and have been anxiously awaiting its release.  
Now, seven months later, we are finally approaching the game&#039;s release, and despite [...]]]></description>
			<content:encoded><![CDATA[<div style="float:right; padding:1em;"><center><img src="http://toucharcade.com/wp-content/uploads/2009/03/mail.jpeg" /></center><br />
<center><small>Firemint CEO Robert Murray</small></center></div>
<p>We&#039;ve been closely following Firemint&#039;s <em>Real Racing</em> game since its <a href="http://toucharcade.com/2008/08/19/firemint-raises-the-bar-for-iphone-racing-with-real-racing/">initial preview</a> back in August 2008.  We were very impressed by the brief clip that was provided at that time and have been anxiously awaiting its release.  </p>
<p>Now, seven months later, we are finally approaching the game&#039;s release, and despite the number of existing of iPhone racing titles, <em>Real Racing</em> seems even more impressive than ever.   Since that time, Firemint has also <A href="http://toucharcade.com/2009/03/09/flight-control-a-casual-and-incredibly-fun-air-traffic-control-game/">released <em>Flight Control</em></a> which is a wonderfully polished and addictive original iPhone game.  While <em>Flight Control</em> was a much simpler project, the quality of that title makes us believe that Firemint&#039;s <em>Real Racing</em> will deliver on the hype. </p>
<p><center><a href='http://toucharcade.com/wp-content/uploads/2009/03/mint1.jpg'><img src="http://toucharcade.com/wp-content/uploads/2009/03/mint1.jpg" alt="" title="mint1" width="480" height="320" class="aligncenter size-full wp-image-2216" /></a></center></p>
<p>Firemint&#039;s CEO Robert Murray has provided TouchArcade with this exclusive interview to reveal some details about his company, the game, and why <em>Real Racing</em> should stand out amongst the competition.   They&#039;ve also provided new screenshots and a new high definition video:</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="525" height="316" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/0r9x8Cq3gJU&amp;hl=en&amp;fs=1&amp;ap=%2526fmt%3D22" /><embed type="application/x-shockwave-flash" width="525" height="316" src="http://www.youtube.com/v/0r9x8Cq3gJU&amp;hl=en&amp;fs=1&amp;ap=%2526fmt%3D22" allowscriptaccess="always" allowfullscreen="true"></embed></object><br />
[ <a href="http://www.youtube.com/watch?v=0r9x8Cq3gJU&amp;fmt=22">Full HD version</a> | <a href="http://www.youtube.com/watch?v=0r9x8Cq3gJU">Low Bandwidth version</a> ]</p>
<p>Both Robert Murray and Alex Peters of Firemint have also been active in our forums and have also agreed to field some of our reader&#039;s followup questions in <a href="http://forums.toucharcade.com/showthread.php?threadid=7469">this forum thread</a>.</p>
<p><b>Q: Thanks for speaking with us Robert. Can you tell us a little about Firemint, the company&#039;s background. How long you&#039;ve been around etc&#8230;</b><br />
 <br />
<b>Rob</b>: I founded <a href="http://www.firemint.com">Firemint</a> in 1999. I’d been working on PC and console games for a medium sized game development company and decided to start my own business. Initially I focused on providing high-end technology products to game development studios, but in 2001 I had the opportunity to develop a Nintendo GBA game, <em>Nicktoons Racing</em>, which led to further titles. Firemint really took off in 2003 when we started recruiting additional staff.  </p>
<p>Since then we’ve had growth bursts where we sometimes doubled in size in a short period. We now have 40 full-time people in our team and close to 30 published titles, mostly on mobile phone,  including three years of EA Sports <em>Madden NFL 3D</em>, <em>The Fast and the Furious: Fugitive and Pink Slip</em>, <em>FIA World Rally Championship</em> and also <em>The Sims DJ</em> for click-wheel iPod.</p>
<p>Our core business is still developing games commissioned by top tier publishers, however we are increasingly working on original IP, both for ourselves and for our publishers.<br />
 <br />
<center><a href='http://toucharcade.com/wp-content/uploads/2009/03/mint5.jpg'><img src="http://toucharcade.com/wp-content/uploads/2009/03/mint5.jpg" alt="" title="mint5" width="480" height="320" class="aligncenter size-full wp-image-2220" /></a></center></p>
<p><b>Q: So, getting straight to the heart of the matter, as you know, there&#039;s no shortage of racing games in the App Store.  Tell us about <em>Real Racing</em> and what makes it different or better?</b><br />
 <br />
<b>Rob</b>: Well, Firemint <em>Real Racing</em> is a high calibre pro racing game. I haven’t seen anything like that on iPhone yet. I think there are a lot of racing games on iPhone because it is a genre that the platform lends itself to very naturally. Similarly you will find lots of great first person shooters on the PC, simply because the controls work so elegantly.  I think this is a great thing for racing fans with an iPhone.</p>
<p>As for what makes <em>Real Racing</em> special, we have a lot of unique features that I think people are really going to love. </p>
<p><a href='http://toucharcade.com/wp-content/uploads/2009/03/mint4.jpg'><img src="http://toucharcade.com/wp-content/uploads/2009/03/mint4-300x200.jpg" alt="" title="mint4" width="300" height="200" class="alignright size-medium wp-image-2219" /></a>For example, we have a cockpit view with animated driver and integrated instrumentation.  In other camera views we have a HUDless UI (that is, there is no head up display cluttering the user interface). </p>
<p>The game has amazing graphics and effects like lighting, specular highlights, filtered light effects, shadows, reflection mapping, smoke and skid marks. Our engine delivers extremely high polygon and texture throughput, optimised through years of work on lower spec’d hardware. The control system works the way you want it to; holding it in front of your face, in your lap, upside down in bed or using the touch screen if you choose.  We’ve brought together a brilliant physics engine with the right camera and control systems to produce that elusive ‘feels right’ vibe.  The game has a massive amount of high definition content , with 12 uniquely built tracks, 36 cars and numerous online leagues.</p>
<p>The other unique aspect is the connectivity built into the game [with YouTube and other social media networks].</p>
<p>However, what’s really important to <em>Real Racing</em> is not just the unique features, but how polished they are and how well they fit together into the whole game.  Some games feel so polished, so whole and complete that everyone appreciates them, whether they are fans of the genre or not. When you deliver a game like that, all people can say is “it’s great, you have to play it”, they can’t always explain why in terms of features. That sort of game, and that sort of polish is the holy grail for us and it is what we want to achieve with Firemint <em>Real Racing</em>.</p>
<p><span id="more-2202"></span><b>Q: We&#039;ve seen demos at YouTube integration and you mentioned other social media connectivity?</b></p>
<p>Yes, you can upload a <a href="http://www.youtube.com">YouTube</a> video of your best laps, you can rank yourself worldwide or against your friends on <a href="http://www.facebook.com">Facebook</a>, you can play in ongoing leagues against global competition to battle for a place in division 1. </p>
<p>We’ve developed a platform called <a href="http://cloudcell.com/">cloudcell.com</a> to support all the web integration we wanted to include, so that the game becomes much broader than just playing on your device.  It’s a web-based technology that allows us to plug in social media network APIs on one side, games on the other side, and join them up with a customised game-specific web site in the middle. </p>
<p>We didn’t want to reinvent the wheel by building friends lists or video players when there are already brilliant solutions out there. Instead we’re incorporating the existing social media and user generated content services that people already use and love, like YouTube and Facebook. The beautiful thing about our solution is that it can easily grow to incorporate new platforms, for example at the moment we’re looking at the best way to incorporate <a href="http://twitter.com">Twitter</a>. </p>
<p><a href='http://toucharcade.com/wp-content/uploads/2009/03/mint2.jpg'><img src="http://toucharcade.com/wp-content/uploads/2009/03/mint2-300x200.jpg" alt="" title="mint2" width="300" height="200" class="alignleft size-medium wp-image-2217" /></a><b>Q: Can you detail the control systems available?  Accelerometer obviously&#8230;</b></p>
<p><b>Rob</b>: Accelerometer steering is definitely our favorite control method, and we have really done some amazing stuff with that. However you can also touch to brake, and you can choose whether to use braking assist or not. </p>
<p>We have the option for touch acceleration and we also have the option for touch steering for those who don&#039;t want to use the accelerometer control. The full detail of the control systems are still to be finalized as we are still focus testing. Controls are something that we will be tweaking right up until release as it is so core to the game.</p>
<p><b>Q: Where there any particular gaming inspirations in developing <em>Real Racing</em>?</b></p>
<p><b>Rob</b>: Well each team member has their own favorite console racers, but we get a lot of inspiration from <em>Gran Turismo</em> and <em>Race Driver Grid</em>. More broadly however, our inspiration comes from racing itself in its purest form. We want a full pack of closely matched cars jostling for position as you gradually gain ground and ultimately win the prize. We want to capture that authentic and satisfying feeling of a race well won and that &#039;just one more go&#039; feel.</p>
<p>For our Christmas party last year we took everyone in the studio go-karting. It was a really pure experience, and a real joy for all involved. There is a natural rush you get as you chase down the next closest kart, gaining time here, losing it there. It intensifies your focus. The go-karting was a real inspiration for us, it was unbelievable fun and pure.</p>
<p><b>Q: Did you have problems optimizing the game for 1st Generation iPod Touch vs the iPhone vs the 2nd Generation iPod Touch?</b></p>
<p><b>Rob</b>: Optimising has been a big and ongoing part of this game’s development. We are squeezing a whole lot of performance out of these devices. We didn’t encounter any differences between the devices that caused any dramas. </p>
<p>We are used to working with sometimes very limited mobile phone hardware and dealing with a massive amount of platform incompatibilities. iPhone and iPod Touch are a joy to work with by comparison.</p>
<p><b>Q: What can you tell us about audio and music in the game?</b></p>
<p><b>Rob</b> We&#039;re going to include licensed music tracks from a mix of bands, including some of the rockier ones you have already heard in the trailers we&#039;ve put out. We&#039;re also working with an audio guy who specialises in console car racing sounds to make sure that the engine and other car sounds are spot-on, and there&#039;s an ambient soundscape of crowds cheering, announcers and so on. </p>
<p>The sound uses all of Open AL&#039;s 3D surround capabilities to fit right in with the &#034;real&#034; theme. There is a lot of tweaking up and implementation still to go in the audio so don&#039;t expect too much from our early builds.</p>
<p><b>Q: Can you comment on the price?  Release date?</b></p>
<p><b>Rob</b>: I can&#039;t say very much about this yet, except to say that this is a highly polished game that was almost a year in development and is being compared to Sony PSP and Nintendo DS quality. We want to keep the price affordable but we also need to make back some of the money we&#039;ve invested! So it&#039;s a safe bet to say it will be a fair chunk more than 99 cents <img src='http://toucharcade.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p><center><a href='http://toucharcade.com/wp-content/uploads/2009/03/mint3.jpg'><img src="http://toucharcade.com/wp-content/uploads/2009/03/mint3.jpg" alt="" title="mint3" width="480" height="320" class="aligncenter size-full wp-image-2218" /></a></center></p>
<p>Although we announced Firemint <em>Real Racing</em> a while ago we intentionally never named a specific release date because we didn&#039;t want to create an artificial deadline for ourselves, and then either rush the game out the door before it was finished or disappoint the people waiting for it. However, it is now at a point where we can announce an April release.</p>
<p><b>Q: Any inclusion of Multiplayer in any form?</b></p>
<p>Absolutely, the game includes an extensive array of connected features. It recently won the International Mobile Gaming Award for Excellence in Connectivity. So there are a number of ways to compete, and more uniquely to take the competition into the web with our cloudcell.com technology. This technology enables YouTube uploads of your best laps, rankings, online competitions and integration with Facebook and iGoogle.</p>
<p>Our favorite form of multiplayer is league play.  You will be able to compete in multiple leagues online being promoted or relegated from divisions based on your championship winnings. The championships can be played out asynchronously (in your own time) as long as you submit your results by the deadlines. League play will see an ongoing battle to rise up the ranks and you will always be matched up to competition at your level.</p>
<p><b>Q: How does the iPhone compare to the other mobile platforms you&#039;ve worked with?</b></p>
<p>It&#039;s definitely one of the easiest and most robust development platforms we have ever encountered. The guys love coding for it. It&#039;s also an incredibly powerful device, particularly compared to the mobile phones we were developing for a few years ago.</p>
<p><b>Thanks Rob. We appreciate the details about the game and are sure our readers are also looking forward to it.</b></p>
<p>If you would to ask Rob more questions please <a href="http://forums.toucharcade.com/showthread.php?t=7469">post in this thread</a>.  Rob is about to jump on a plane from Australia to San Francisco for the Game Developer&#039;s Conference so will not be able to answer questions immediately.  He did promise that he would be able to get to the questions this weekend, however.</p>
<p>Meanwhile, we&#039;ve included a bullet point list of features from their press release for reference:</p>
<ul>
<li><b>Boasting via Broadcast</b> – Upload video replays of your laps to YouTube with the push of a button.</li>
<li><b>Unique In-Car View</b> – Cockpit view with animated driver and instruments showing race data.</li>
<li><b>Control Options</b> – Firemint Real Racing includes combinations of accelerometer or touch-based steering, automatic or touch-based acceleration and automatic or touch-based braking.</li>
<li><b>Pick Your Ride</b> – 36 cars, 12 tracks, four modes of play, three classes and three divisions provide exciting variety and replay value.</li>
<li><b>iPhone Racing Simulator</b> – Players can experience the thrill of racing anytime, any place. </li>
<li><b>Connected Car Racing</b> – In addition to YouTube functionality, players can sign up for league racing online and use social media networks to compare their times with friends. </li>
<li><b>Advanced AI</b> – Opponents each have different personalities affecting the way they compete. Some are aggressive, some are careless, and they all want to outrace you!</li>
</ul>
<p><em>Real Racing</em> should be out sometime in April.</p>
<div class="tweetmeme_button" style="float: right; margin-left: 10px;"><a href="http://api.tweetmeme.com/share?url=http%3A%2F%2Ftoucharcade.com%2F2009%2F03%2F19%2Ffiremint-talks-about-real-racing-and-reveals-new-details-screenshots-video%2F"><img src="http://api.tweetmeme.com/imagebutton.gif?url=http%3A%2F%2Ftoucharcade.com%2F2009%2F03%2F19%2Ffiremint-talks-about-real-racing-and-reveals-new-details-screenshots-video%2F" height="61" width="51" /></a></div>]]></content:encoded>
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		<slash:comments>24</slash:comments>
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		<item>
		<title>Interview with &#039;Metal Gear Solid Touch&#039; Team</title>
		<link>http://toucharcade.com/2009/03/14/interview-with-metal-gear-solid-touch-team/</link>
		<comments>http://toucharcade.com/2009/03/14/interview-with-metal-gear-solid-touch-team/#comments</comments>
		<pubDate>Sat, 14 Mar 2009 14:35:54 +0000</pubDate>
		<dc:creator>Blake Patterson</dc:creator>
				<category><![CDATA[Interview]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Upcoming Games]]></category>

		<guid isPermaLink="false">http://toucharcade.com/?p=2107</guid>
		<description><![CDATA[Metal Gear Solid Touch will arrive in the App Store on March 19th, and the upcoming title has been a hot topic of discussion lately, what with its tap-to-shoot gameplay that is a departure from the style of the popular console franchise.  G4 recently spoke with the game&#039;s producer Yasuyo Watanabe and director Ikuya Nakamura [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://toucharcade.com/2009/03/11/even-more-metal-gear-solid-touch-screenshots/"><img class="alignright size-medium wp-image-1338" title="MGS screen" src="http://toucharcade.com/wp-content/uploads/2008/12/mgst-left.jpg" alt="" width="300" height="169" /><em>Metal Gear Solid Touch</em></a> will arrive in the App Store on March 19th, and the upcoming title has been a hot topic of discussion lately, what with its tap-to-shoot gameplay that is a departure from the style of the popular console franchise.  G4 <a href="http://g4tv.com/thefeed/blog/post/694013/Exclusive-Metal-Gear-Solid-Touch-Interview.html">recently spoke</a> with the game&#039;s producer Yasuyo Watanabe and director Ikuya Nakamura about their upcoming iPhone release.</p>
<p>In the interview, director Nakamura shares a few gameplay details.</p>
<blockquote><p><strong>G4:</strong> Kojima Productions is known for taking advantage of new hardware for some great gameplay. How will multi-touch change the way we control Snake?</p>
<p><strong>Ikuya Nakamura, Director:</strong> The theme for MGSTouch is &#034;Simple MGS.&#034;</p>
<p>As a result, we have come up with a simple, yet strategic control scheme that takes advantage of the unique strengths of the iPhone/iPod Touch platform.</p>
<p><strong>G4:</strong> How does the actual gameplay work with targeting and shooting? Is it an on-rails shooter? How much control do you actually have with Snake?</p>
<p><strong>Nakamura:</strong> Players can trace their finger along the screen to move the targeting sight, then tap the screen to fire at enemies. Headshots are possible.</p>
<p>In addition, you can pinch out on the screen to switch Snake&#039;s weapon to a sniper rifle, or lift your finger from the screen to take cover and hide behind walls.</p></blockquote>
<p>They indicate that the iPhone holds appeal for Kojima because of its unique input methods, large high resolution screen, and the fact that, as a platform, it holds the potential to get the game into the hands of those outside their typical gaming audience.  Kojima hopes that once people get a glimpse of the <em>Metal Gear Solid</em> world through <em>Metal Gear Solid Touch</em>, they will become interested in the overall series.</p>
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		<title>Interview with &#039;Payback&#039; Designer James Daniels</title>
		<link>http://toucharcade.com/2009/02/10/interview-with-payback-designer-james-daniels/</link>
		<comments>http://toucharcade.com/2009/02/10/interview-with-payback-designer-james-daniels/#comments</comments>
		<pubDate>Tue, 10 Feb 2009 18:46:48 +0000</pubDate>
		<dc:creator>Blake Patterson</dc:creator>
				<category><![CDATA[Interview]]></category>
		<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://toucharcade.com/?p=1732</guid>
		<description><![CDATA[Pocket Gamer recently sat down with Apex Design&#039;s James Daniels, the man behind Payback [App Store], the Grand Theft Auto clone that started life on the Amiga in 2001 and saw recent release for the iPhone and iPod touch.  The interview covers Daniels&#039; beginnings as a developer as well as his thoughts on bringing the [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-medium wp-image-1562" title="iphone10" src="http://toucharcade.com/wp-content/uploads/2009/01/iphone10-300x200.jpg" alt="" width="300" height="200" /><a href="http://www.pocketgamer.co.uk">Pocket Gamer</a> recently sat down with Apex Design&#039;s James Daniels, the man behind <a href="http://toucharcade.com/2009/01/28/a-look-at-gta-like-payback-for-iphone-and-ipod-touch/"><em>Payback</em></a> [<a href="http://toucharcade.com/link/http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=300243883&amp;mt=8">App Store</a>], the <em>Grand Theft Auto</em> clone that started life on the Amiga in 2001 and saw recent release <a href="http://toucharcade.com/2009/01/28/a-look-at-gta-like-payback-for-iphone-and-ipod-touch/">for the iPhone and iPod touch</a>.  The interview covers Daniels&#039; beginnings as a developer as well as his thoughts on bringing the game to the iPhone platform.</p>
<blockquote><p><strong>Payback&#039;s been around for quite some time now. Can you tell us how it began, and give us a bit of info about the game on other systems?</strong></p>
<p>It began way back in 1998. I&#039;d written a few games for the Amiga in my spare time and decided I wanted to have a go at a commercial project. I experimented with a few ideas (everything from a first-person RTS to a <a href="http://en.wikipedia.org/wiki/Zarch">Zarch</a>/<a href="http://en.wikipedia.org/wiki/Virus_(computer_game)">Virus</a>-style game) before stumbling across a certain little-known game called GTA. I really liked the concept and there were a lot of additions I wanted to make to it &#8211; not to mention that it wasn&#039;t available for my platform of choice at the time.</p>
<p>I initially developed the game in my spare time, but it soon became a full-time job. Payback was released for the Amiga in 2001 and won several &#034;game of the year&#034; polls. Support for 3D graphics cards and PowerPC processors quickly followed.</p>
<p>Amazingly, the game is still popular among Amiga enthusiasts today.</p></blockquote>
<p>We <a href="http://toucharcade.com/2009/01/28/a-look-at-gta-like-payback-for-iphone-and-ipod-touch/">reviewed <em>Payback</em></a> when it debuted in late January.  See <a href="http://www.pocketgamer.co.uk/r/iPhone/Payback/news.asp?c=11491">the full interview with Daniels</a> at Pocket Gamer&#039;s website.</p>
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		<title>2nd Generation iPod Touch Faster than iPhone</title>
		<link>http://toucharcade.com/2008/11/23/2nd-generation-ipod-touch-faster-than-iphone/</link>
		<comments>http://toucharcade.com/2008/11/23/2nd-generation-ipod-touch-faster-than-iphone/#comments</comments>
		<pubDate>Sun, 23 Nov 2008 14:50:00 +0000</pubDate>
		<dc:creator>arn</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Interview]]></category>
		<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://toucharcade.com/?p=1132</guid>
		<description><![CDATA[While we had generally considered the iPhone and iPod Touch to be one cohesive platform, as games have started to push the boundaries of these devices, it has become apparent that there are differences in performance between the different models.
Handheld Games Corp&#039;s CEO Thomas Fessler has reported to Touch Arcade that performance of their 3D [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://toucharcade.com/wp-content/uploads/2008/11/tennis.jpg"><img class="alignright size-medium wp-image-1130" title="tennis screen" src="http://toucharcade.com/wp-content/uploads/2008/11/tennis-300x199.jpg" alt="" width="300" height="199" /></a>While we had generally considered the iPhone and iPod Touch to be one cohesive platform, as games have started to push the boundaries of these devices, it has become apparent that there are differences in performance between the different models.</p>
<p><a href="http://www.handheldgames.us/">Handheld Games Corp</a>&#039;s CEO Thomas Fessler has reported to <em>Touch Arcade</em> that performance of their 3D <em><a href="http://toucharcade.com/2008/11/22/touchsports-tennis-from-handheld-games-corp/">TouchSports Tennis</a></em> game [<a href="http://toucharcade.com/link/http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=296596304&amp;mt=8">App Store, $4.99</a>] is noticeably different across models.  <em>TouchSports Tennis</em> delivers some impressive 3D rendering (<a href="http://www.youtube.com/watch?v=m3-Imj5f7tI&amp;fmt=18">video</a>) and required optimization specifically to run consistently on every device.</p>
<blockquote><p>Our first step to increase fps performance was to introduce hardware dependent levels of detail.  Where we can easily display two 1500 polygon tennis players with 32 bones each on the iPod touch 2G and maintain fast and fluid game play, the original iPod touch just chokes, and in some instances so do the iPhones.  To speed up the touch, we reduced the players to 800 polygons in farther away moments of gameplay, and are now using 1000 polygon models for close ups, bringing the original iPod touch game play performance level close to that of the iPhone 3G.  We&#039;ve taken this approach across the board with great results.</p></blockquote>
<p><img class="alignleft size-thumbnail wp-image-1133" title="ARM block" src="http://toucharcade.com/wp-content/uploads/2008/11/picture-9-150x150.png" alt="" width="150" height="150" />The most clear difference is that fact that the iPod Touch&#039;s processor was quietly boosted to 532MHz (up from 412MHz) with the 2nd generation model <a href="http://www.macrumors.com/2008/09/09/2nd-generation-ipod-touch-2-1-firmware-speaker-thinner/">introduced in September</a>.  Meanwhile, the iPhone 3G, Original iPhone and 1st Generation iPod Touch continue to run at the original 412MHz.   Though not the intended purpose, <a href="http://www.youtube.com/watch?v=X-TpHxYjrpQ">this video</a> from Handheld Games Corp shows that the app load time of the 2nd Generation iPod Touch is notably faster than the 1st Generation model.</p>
<p>It seems that there are additional factors, however, as there are performance differences even found between the models that run at the same speed.   The models rank in the following order (fastest to slowest) for 3D rendering, with the 2nd Generation iPod Touch being the fastest &#034;by far&#034;.</p>
<p>#1. iPod Touch 2nd Generation<br />
#2. iPhone 3G<br />
#3. iPhone (original)<br />
#4. iPod Touch 1st Generation</p>
<p>Due to the heavy 3D nature of his game, Fessler speculates the GPU speeds could have been tweaked as well, but there is no hard evidence of this at this time.  Due to these findings, Fessler even says he would not recommend anyone interested in gaming to buy a used 1st generation iPod Touch.</p>
<p>Our in-depth look at the iPhone&#039;s internals, <a href="http://toucharcade.com/2008/07/07/under-the-hood-the-iphones-gaming-mettle/">&#034;Under the Hood: The iPhone&#039;s Gaming Mettle,&#034;</a> has been updated to reflect this new information.</p>
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		<title>A Spotlight on Three Talented Indie iPhone Developers</title>
		<link>http://toucharcade.com/2008/09/25/a-spotlight-on-three-talented-indie-iphone-developers/</link>
		<comments>http://toucharcade.com/2008/09/25/a-spotlight-on-three-talented-indie-iphone-developers/#comments</comments>
		<pubDate>Thu, 25 Sep 2008 15:00:35 +0000</pubDate>
		<dc:creator>Blake Patterson</dc:creator>
				<category><![CDATA[Interview]]></category>
		<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://toucharcade.com/?p=745</guid>
		<description><![CDATA[Design Week recently ran an article in its Interaction Design supplement that examines the golden opportunity for indie developers that is the iTunes App Store.  With $30 million in sales for its first month alone, Apple&#039;s access-anywhere mobile application delivery vehicle is quite a success.  Design Week sits down with three indie iPhone developers [...]]]></description>
			<content:encoded><![CDATA[<p>Design Week recently <a href="http://www.design-week.co.uk/Articles/139707/Mobile+Gaming.html">ran an article</a> in its Interaction Design supplement that examines the golden opportunity for indie developers that is the iTunes App Store.  With <a href="http://toucharcade.com/2008/08/11/itunes-app-store-sees-30-million-in-first-month-sales/">$30 million in sales</a> for its first month alone, Apple&#039;s access-anywhere mobile application delivery vehicle is quite a success.  Design Week sits down with three indie iPhone developers and shares their experiences and thoughts on the platform.</p>
<p><strong>Nathan Hunley of Igloo Games, author of <em>Dizzy Bee</em></strong></p>
<blockquote><p><img class="alignright size-medium wp-image-234" title="dizzy bee screen" src="http://toucharcade.com/wp-content/uploads/2008/07/1-1.png" alt="" width="300" height="200" />‘BUDGET? What’s that?’ laughs Nathan Hunley, <em>Dizzy Bee</em>’s designer, when asked how much the development of his first iPhone game cost. ‘I made <em>Dizzy Bee</em> by begging. Every few months I had to borrow cash from my dad to pay for rent and macaroni cheese. Friends helped translate some text, and did the play-testing, and I was even borrowing the iPod Touch I did my development on.’</p></blockquote>
<p><strong>Simon Oliver of Hand Circus, author of the upcoming <em>Rolando</em></strong></p>
<blockquote><p><img class="alignright size-medium wp-image-166" title="Rolando screen" src="http://toucharcade.com/wp-content/uploads/2008/07/picture-11-300x199.png" alt="" width="300" height="199" />Despite being one of the iPhone’s more ambitious first-wave games, the oddball <em>Rolando</em> is largely the work of one person – Simon Oliver, a Flash developer who contracts for design consultancies such as Ideo and All of Us. With a day job creating experience prototypes and game-based museum exhibits, Oliver had been circling the indie development scene for some time, searching for a way in. ‘I’d been looking for the right platform to focus on, but the opportunities for innovation and huge potential user-base of the iPhone stood out,’ he explains. Oliver set up Hand Circus, his own micro-studio, in June 2008. ‘It’s just me at the moment,’ he says, ‘but the plan is to bring other people on board on a project-by-project basis, to get the best and most suitable people working on each title, according to genre and style.’</p></blockquote>
<p><strong>Steve Demeter of Demiforce, author of <em>Trism</em></strong></p>
<blockquote><p><img class="alignright size-medium wp-image-746" title="trism green" src="http://toucharcade.com/wp-content/uploads/2008/09/picture-41-199x300.png" alt="" width="199" height="300" />By day, Steve Demeter writes ATM software for Wells Fargo. By night, he programmes and releases casual games under his own Demiforce label. His latest, <em>Trism</em>, has become one of the early <a href="http://toucharcade.com/2008/09/19/trism-developer-makes-250000-in-2-months/">success stories</a> of the iTunes Apps Store.<br />
&#8230;<br />
Demeter suggests the iPhone games market is likely to become crowded fairly quickly. ‘Within the next month, people will start getting their first pay-cheques from Apple. Companies like EA are probably already well on their way to getting a return,’ he predicts. ‘In one year the iPhone will have a lot of all kinds of games on it. I’m interested in seeing how long that period lasts. In the end, I think we’ll see a good variety of simple timewasters – a mix of casual games and toys, simple experiences for busy professionals.’</p></blockquote>
<p>Hats off to these and all indie developers who are turning the iPhone into the best mobile games platform on the market.  See <a href="http://www.design-week.co.uk/Articles/139707/Mobile+Gaming.html">Design Week&#039;s story</a> for the full interviews with these three talented individuals.</p>
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