‘Interviews’ Category Articles

'Jet Car Stunts' Exclusive Video Preview and Interview

Monday, October 12th, 2009

IMG_0005Last month, we previewed an upcoming iPhone game from True Axis called Jet Car Stunts.

Jet Car Stunts was described as "a fun, over the top, 3D driving game, with massive jumps, mid-air hoops, floating platforms, spiral roadways, outlandish maneuvers and impossible environments." Controls are accelerometer based along with mid-air flight controls to nudge the angle of flight or adjust speed with air braking.

We loved the look of the game video, but had some questions about the game's playability from that video alone. We've since had a chance to interview Luke Ryan and Andy Coates of True Axis about their upcoming racer. They also provided this exclusive hands-on video showing their game and controls in action:

TouchArcade: We understand Jet Car Stunts is based on the True Axis Physics SDK. Can you give us a little bit of history on this game engine and the company?

lukeLuke Ryan: The True Axis Physics SDK was a bit of an accidental development. It started back in 2002 as part of a game demo I was developing. The physics engines back then were not good enough, and I already had a few years experience involving lots of physics programming, so I made a much better one. I started getting a few requests to make it commercial. In-between doing contract work for mobile and handheld games, I did all the extra work necessary to commercialise it, which was the reason for the formation of the company, True Axis.

Since then, the physics engine scene has changed unrecognisably. I'd always kept in touch with the mobile gaming scene here in Melbourne and I started to fall back into that. I met my co-owner at True Axis, Andy Coates, while I was helping out at Firemint. In 2008, I decided to take True Axis into independent game development which has always been my dream.

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Interview with 'Spider: The Secret of Bryce Manor' Developer Tiger Style

Monday, August 17th, 2009

TIGERFACE1It didn't take us long to fall in love with Tiger Style's first game, Spider: The Secret of Bryce Manor [App Store]. It has a beautiful simplicity to it: you are a spider, and as a spider you spin webs and eat bugs. You can choose to explore the various rooms of Bryce Manor, or you can ignore your surroundings and just go on an insect feeding frenzy.

28 hand drawn levels paired with great music and a clever method of storytelling puts Spider pretty high on my list of personal favorites, and judging by the forum response, I'm not alone. If you haven't heard of the game yet, check out our review and watch this trailer that was recently put together by the developers:

After playing through Spider, we wanted to know more about the people behind it and what went into a game that is currently sitting at 146 5-star ratings on iTunes. We tracked down Randy Smith and David Kalina, the two people behind Tiger Style to ask them a few questions about their past, the development of Spider, and what's in store for the future.

TouchArcade / Eli Hodapp: Can you tell us more about your backgrounds in video game development and how your development team was assembled?

Randy Smith: My first project in professional game development was as a designer on Thief: The Dark Project back in 1997.  This game was made at a legendary, now-defunct, design boutique called Looking Glass Studios, at which I was very lucky to kick off my career.  Since then, among other things, I have been the Project Director of Thief: Deadly Shadows, and a Creative Director at Electronic Arts Los Angeles working on a video game collaboration with Steven Spielberg.  I also have the good fortune to write a monthly column in the UK’s finest gaming magazine, Edge, and I am a frequent speaker at the Game Developer’s Conference, the Montreal International Game Summit, and similar conferences.

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Carmack: 'Doom Classic' Closing in on Release, 'Quake', 'Wolfenstein RPG' and a Lot More Coming from id

Tuesday, June 30th, 2009

On Monday TouchArcade.com interviewed id Software's John Carmack and Escalation Studio's Tom Mustaine about their new game Doom Resurrection [App Store] but we also delved into id's future plans for the iPhone, and they are many.

In fact, Carmack said that they were hoping to release a new id title to the iPhone every 2-3 months for the next year. These titles will include a mix of their classic PC games such as Doom and Quake as well as newer mobile games including Wolfenstein RPG.

The complete list of titles and add-ons mentioned in the interview are listed here:

  • Doom Resurrection – Bluetooth Cooperative Multiplayer coming
  • Wi-Fi Multiplayer is currently working in Doom Classic (not yet released)
  • Doom Classic closing in on being ready for initial release
  • Plans for 3.0 support in Doom Classic with Bluetooth Multiplayer and downloadable content including Doom 2, Ultimate Doom, Final Doom, Master Levels
  • Considering competitive internet multiplayer in later update to Doom Classic
  • Planning Quake, Quake 2 for the iPhone and maybe all the way up to Quake Arena
  • Plans to do a Rage themed from-scratch iPhone title
  • Wolfenstein RPG ready to go but being held by EA due to concern about confusion with Wolfenstein Classic
  • Doom 2 RPG is in works for mobile and that will be ported to iPhone too
  • Very early talks about a modernized Doom ("Doom++") release with new levels and story

We had a sneak peek at the cooperative multiplayer of Doom Resurrection at WWDC which allowed two Bluetooth connected players to play simultaneously — each player with their own reticule on the other's screen.

The currently unavailable Wolfenstein RPG title was accidentally released in Japan for a brief period of time, and one site was able to get video of it before it was pulled. Carmack hopes that the game will be released soon, but the decision seems to be with EA.

Overall, Carmack is very excited about the iPhone, and clearly it shows given id's aggressive plans to launch a massive number of titles over the next year for the platform. Carmack said that while they'd had fun with traditional mobile games, he's "had a lot more fun on the iPhone".

We've included the full transcript after the jump and is certainly worth a read if you have any interest in these upcoming games.

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'Doom Resurrection' Out, Carmack Discusses Game, Controls, and Pricing

Monday, June 29th, 2009

shot1Doom Resurrection was released today [App Store] and we had an opportunity to speak with id Software's John Carmack and Escalation Studios' Tom Mustaine about the brand new title today in a telephone interview. We have also had time to play through the final version of the game and will be posting our review momentarily.

Clearly, one of the most talked about aspect of the game is the control system that has been called an "on rails" experience. Carmack and Mustaine both object to that characterization, however, and feel that by removing the free-roam aspect, it becomes far more accessible and better experience overall.

One of the things I like to say is if you compare this to one of our traditional FPS games like Wolfenstein 3D Classic to a lesser extent and even more with Doom Classic… but those games can look really good when you've got somebody who knows what they're doing playing around with it, somebody who is comfortable with the controls. But, the first pick up response on it generally is not that great even from a FPS person because it's a control set people aren't familiar with.
….
And with Doom Resurrection because you do trade off some freedom, you don't have the ability to roam everywhere, but the game looks good all the time. …. And it does have that sort of skill based progression just like you would have with a traditional FPS game but it just has a generally more sort of positive feedback on there without the downside of making people feel like they have no idea what they're supposed to be doing.

shot5

The companies also spent a large amount of time experimenting with controls systems for the game, almost scrapping the game altogether about half way through. The original iteration of the game had a "tap to shoot" mechanic which was simply not-fun. It wasn't until they discovered the tilt to aim mechanic that they felt they had a compelling enough game. They are particularly proud of their implementation which has not been used in other iPhone games yet, and expect it will be imitated in the near future.
Yeah I do take some pride in that traditionally as like id invented the FPS genre on the other platforms, I think we will be a bit of a trailblazer in control methods etcetera on the iPhone as well. It's a platform that I care quite a bit about and we are making an effort across all the products to make sure that they do all come out well. Imitation is the sincerest form of flattery and I do expect this to be imitated.

In response to the question of App Store pricing, Carmack stressed that that was a very important part of the equation for the future of big-title games in the App Store. He believes that for the market to be able to sustain big AAA titles in the future, the App Store market is going to have to be able to support higher priced titles of at least $9.99.


[ Full HD version | Low Bandwidth version ]

A full transcript of the interview is included after the jump. We have more information on Doom Classic, Wolfenstein RPG and id's future iPhone plans which we will report in a separate article.

App Store Link: Doom Resurrection, $9.99

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Owen Goss of Streaming Colour and 'Dapple' (Now $0.99)

Tuesday, June 16th, 2009

owengossAt WWDC we had the opportunity to sit down and speak with Owen Goss of Streaming Colour Studios. Owen is a 30 year old former console programmer who decided to take a chance at starting his own game company last year. Owen had previously worked at EA as an interface and gameplay programmer as well as Propoganda Games and was most recently involved in the development of the upcoming Pirates of the Caribbean game for the Xbox and PS3.

iPhone gamers may know him from his color-matching game Dapple [$0.99], though he also gained some notoriety from a blog post he made back in March in which he detailed the (lack of) sales of his first iPhone title. The blog post received wide circulation after being posted to Slashdot.

After 6 months of development, his iPhone game had sold a disappointing 131 copies worldwide during the first 24 days on the market–very short of the numbers he would need to sustain a long term business. The reaction was massive and varied. Goss received both positive and strongly negative feedback about his results. He says, however, that his plan had always been to be open about his sales numbers good or bad. Back in 2008, when he decide to start his own gaming company, he did his research about the indie gaming scene and found a significant reporting bias. In that, success stories are much more likely to be told than the many failures.

Goss has reflected about the reasons for his lack of success in his blog, and also told us that he may have invested too much time into the 1.0 release. Coming from a console background, he had a strong desire for the 1.0 version to be feature complete and rock solid. He remains proud of the fact that he has not had a single crash report since the game's release. In today's iPhone market, however, such a thorough development cycle may not be realistic for small time developers. In the recent past, we've seen numerous examples of less ambitious 1.0 titles that have evolved over time after gaining some initial traction.

Goss isn't giving up, though. He remains optimistic about his future plans and is continuing to market and work on Dapple. His long term goal is to build his own brand around quality games and is working on additional titles. He's also helped organize AppTreasures.com, a cross promotional effort between multiple independent iPhone developers, to help boost sales of Dapple. Dapple has just seen a 1.2 version update that adds global high scores and a number of other user interface tweaks and fixes. Goss has even temporarily dropped the price of his game to $0.99 for the next week.

Owen Goss has been a regular in our forums with as OTrain13 and some early forum reactions to the game were posted in the original Dapple release thread from February. You can give the game a try yourself with the free Lite version.

App Store Link: Dapple, $0.99, Dapple Lite, Free

Digital Chocolate's Trip Hawkins Talks Apps on CNBC

Thursday, May 21st, 2009

Digital Chocolate founder and CEO 'Trip' Hawkins recently appeared on CNBC in a CNBC Exclusive interview "Tech: It's All About Apps."

In the piece, Hawkins discusses the unique, social nature of mobile gaming today and echoes his earlier sentiments that the iPhone is a "breakthrough platform" that is leading the new wave of connected mobile devices that are being heavily embraced by today's "omni consumers," a new sort of user interested in interacting with digital media of many forms and on many different levels.


Hawkins expresses great satisfaction with the performance of his studio's games on the iPhone platform (four of the studio's games have hit #1 in the App Store) and calls Digital Chocolate "the #1 game company on the iPhone," based on 20 million downloads of their games, or 2% of all App Store downloads.

According to Hawkins, Sony and Nintendo should be very concerned by the iPhone's success and the degree to which today's omni consumers are embracing this new type of device.

They're using all kinds of platforms, many of them are brand new. And they've got a very different expectation [from gamers 10 years ago]. They're really looking more for social value than for escapism. They want to find new ways to check in and be in contact with people than just checking out and doing something by themselves.

Trip Hawkins left Apple in 1982 to form Electronic Arts. He was the man behind 3DO and formed mobile development studio Digital Chocolate in 2003.

Exclusive Interview with 'Touch KO' Developer Adam Mechtley

Monday, April 27th, 2009

touch-ko-interview-picTouchArcade was given the opportunity to speak with Adam Mechtley (pictured in yellow shirt to right) who is one of the developers responsible for the upcoming Touch KO boxing game for the iPhone and iPod Touch.

Adam provides some background on the game, details the game's features and controls, and provides some new screenshots in this exclusive interview.

Touch KO is a Fight Night inspired boxing game that was announced at GDC this year. It will be published by Chillingo.

TouchArcade: Tell us a little about yourselves. What is your history?

Adam: Matt (pictured in black shirt) and I both work full-time for Flashbang Studios in Tempe, Arizona. We have done a couple of iPhone games (iSplume, Rebolt, Raptor Copter), but our focus is primarily on web games for our portal, blurst.com. These web games include Off-Road Velociraptor Safari and Minotaur China Shop, among others (we do a new game every 8 weeks).

Prior to Flashbang, I had been working in the games industry on console products for several years. I worked as a technical artist for THQ, doing art and programming for a real-time muscle deformation system on an action sports title, and worked on Baja: Edge of Control for 2XL Games. Matt worked on an astrophysics simulation using data from the Hubble Space Telescope before he joined Flashbang.

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Firemint Answers Reader Questions about 'Real Racing'

Monday, March 23rd, 2009

mint3After our profile and interview with Firemint about their upcoming Real Racing game, we opened the forum up to followup questions from readers.

Firemint provided detailed answers in two separate posts: one and two. We've included some of the highlights below:

Q: Seems like this is going for the "sim" racing experience (which has been missing from app store thus far). As such i feel the physics engine will need to be great to achieve that. … What sort of effects are included in the physics model? Will things like tyre grip, aerodynamics, centrifugal affects, downforce, drag, fuel – weight etc be modeled accurately?

Firemint: I am continually surprised by the depth of knowledge on these forums. All the things you mentioned are included in our model except for fuel and its effect on changing the weight. Having said that, our aerodynamic modelling is pretty simplified.

One critical component of the car model is suspension and the way that the weight of the car shifts to different tyre patches and affects steering, braking and acceleration forces. When it comes to car simulation, weight shifting and the rubber on the road is 90% of the problem. Centrifugal effects arise naturally from the rigid body physics model. Aerodynamics, engine and drive train simulation are all important but can be simulated to 90% accuracy with extremely simple approximations (so that is how we simulated them, simply). They tend not to make or break the fun factor.

After including all of these things, we have had to manipulate the model to ensure that it is, above all, heaps of fun. We are aiming for the handling to feel fun and realistic and you have to make some compromises on realism to achieve this. However we aren't just tearing up the rule book like a street racing game. In that sense, we still say that we are a sim.

One example of a little cheat that maybe I shouldn't admit to: all the cars are modelled like a rear wheel drive. This is fine for the muscle cars, but probably not so realistic for hatchbacks which should be front wheel drive. However, we think rear wheel drive behaviour is more fun than front wheel drive!

Q. Will other AI cars make mistakes or try and take you out?

Yes, they are actually quite mean at the moment, but you can be equally mean back. We have tried to make the AI a little more like how people play. Instead of getting everything perfect, they will sometimes slide out themselves and get in trouble. There are moments in the videos where you can see this. We're still refining the AI and with further focus testing we may still change our approach on this.

Q. Can we play music from iPod, with sound effects?

Firemint: Yes.

Q. Are the cars and tracks unique or based on real life versions?

Firemint: They are unique. We had a lot of discussions surrounding licensing early on, and it wasn't an easy decision not to go for it. The decision to avoid licensing was to maintain the fullest creative control. Once we made this decision, we actually felt quite liberated. We are now able to focus on a very pure sort of design.

Q. Is their online muliplayer like in Raging Thunder. Or even just local WiFi multiplayer? I'm talkin' trading paint, not comparing times…

Firemint: We’ll be able to answer these questions closer to release!

Q. Is there car damage?

Firemint: No. We like the idea but there are tradeoffs involved. We haven't ruled out car damage as a future direction for Real Racing.

mint5Q: In previous videos we saw awesome graphics. Although they still look good, what happened? They look downgraded…

Firemint: It’s hard to answer this, because the game on device is looking better than ever. Screenshots and videos are something different from the actual game. Some of those screenshots look very unflattering compared to the real thing. The videos are probably more representative than screenshots but they suffer from their own problems.

There have been occasional mentions of frame rate problems in the video. This kind of makes me cry, because the problem is with the HD video playback in Flash and often Firefox, not the game. My computer cannot play back HD video from YouTube at more than 10 or 15 fps, and sometimes it is really choppy. Most computers can play it back fine, I think it is related to Firefox and Flash 9. This is not about Internet bandwidth, it is about the video playback engine itself. I can tell you that the game is running smoother than the video, even when the video is playing back as intended.

Also, while speaking of frame rate, our 1080i video camera cannot effectively capture at more than 25 fps because of the interlacing. The game however gets fps of up to 40. The more technical people here will understand the potential aliasing issues this introduces in the video.

Another example of unflattering shots is when you capture dynamic reflective lighting in a screenshot. A screenshot captures only one moment in time, but it is the movement of light over a surface that impresses.

There are other issues too, like color balance etc. Long and short of it: We don't have the online tools to demonstrate to you how smoothly the game runs and how beautiful the graphics and effects are on device. Like a photographer, sometimes you can capture what you are seeing and experiencing, sometimes you can't.

There is so much to talk about on this subject that maybe I should blog about it sometime. We have gone to lengths to provide raw assets, whether we consider them representative or not. So we are frustrated to see some games provide off-device screenshots and say "don't worry it is 'representative'". We are giving you raw stuff, as high def as we can get it, because we don’t want to use those tricks.

Q: Bonus question: A few people have commented on the apparent difficulty of staying on the track.

Firemint: …we got a bit carried away by the cool offroad effects and included too many of those in the video. The cars aren't on rails so while it's possible to go off road, a decent driver won't have any problems staying on.

To read the other answers, please visit the original discussion thread, and our original interview article which includes a high definition video of the game.

Firemint's Real Racing will become available in the App Store in April.

Interview with 'SlotZ Racer' Developer Aaron Fothergill

Tuesday, February 17th, 2009

The iPhone and iPod touch platform has seen numerous racing games hit the App Store in recent months that showcase the devices ability to run graphics at high speed with decent frame rates to boot.

Most of these games, albeit graphically appealing, are your typical street and track racers with few unique perks that really set them apart from each other.

SlotZ Racer [App Store] was one of the first games to break the mold and really bring back that old nostalgia of racing when you were a kid (and I'm not talking about video games). SlotZ Racer puts you back in your fleece jumpsuit pajamas with a plastic Tyco trigger grip in hand for some down home electric slot racin'!

With a one of a kind physics feel, tracks that make your finger beg to let up and a new way of making your own custom tracks, SlotZ Racer promises to stay snuggled your devices dock screen for some time.

Touch Arcade had the pleasure of chatting with Aaron “Zwilnik” Fothergil (pictured)l, Lead Programmer of SlotZ Racer, one of the more popular and unique racing games for the "iPlatform". We got more than we expected out of Aaron as he explained what it took to develop and extensively update this racer and also what's in store for SlotZ future. Can you say Wi-Fi multiplayer? Also, exclusive screenshots of our discussions content.


Vontara XT car with trailing view

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An Interview with ng:moco's Neil Young: Rolando and Beyond

Monday, November 3rd, 2008

Touch Arcade recently had the opportunity to conduct a half-hour interview with ng:moco founder Neil Young regarding the company's recent announcements, the state of iPhone gaming, and what the future holds for this promising iPhone development house.

Ng:moco is responsible for Topple [App Store] and MazeFinger [App Store] and will also be publishing the highly anticipated platformer Rolando.

Young revealed a number of insightful observations and predicitions concering the future of iPhone gaming.  He believes that in order for the iPhone gaming market to realize its potential, it has to get to the place where developers can reach an average per user revenue in the neighborhood of the Sony PSP and Nintendo DS–an average of $53.50 spent on games per year.  ($0.99 game pricing isn't likely to do it.)  As well, the company plans on bringing an Xbox Live-type experience (achievements, friend management, etc.) to the iPhone.  And as for the newly introduced Android handset, Young doesn't see it being much competition for the iPhone as far as mobile gaming is concerned.

Young is also quite enthusiastic about their upcoming title Rolando which was created by independent developer Simon Oliver. Young has been so impressed by Oliver that he compares the Rolando developer to Nintendo legend Shigeru Miyamoto.

Touch Arcade: Thanks for speaking with us, Neil.  It's been quite a big few days for you and ng:moco of late, what with the recent release of Topple and Maze Finger as well as the announcement of ng:moco as the publisher of Rolando.

Neil Young: Yes, it has.  I think it said in the press release but we have over a dozen games that we're working on and planning to release in the next few months and Maze Finger and Topple are the first of the fast apps and then we've got a number of premium apps of which Rolando is the first one and we're super super excited about that.

[ Read on for the full interview transcription. Omitted from this interview transcription are portions concerning ng:moco's upcoming iPhone take on a Geometry Wars / Thrust combination, which we detailed in an earlier post. ]

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