It's not very often that a game comes along on the App Store that is too different to really liken it to anything. I suppose since the game involves going moving to the right it could be compared to Canabalt [$2.99] or Line Rider iRide [$1.99] since you're technically drawing the line that your character skis on, but neither seem like apt comparisons. In Solipskier [$2.99], you draw the mountain that your skier flies down by placing your finger on the screen. When you pick your finger up, you stop drawing but your skier keeps going-- So, by tapping and moving your finger around you can create slopes of all kinds, along with ramps and huge jumps.
The way this all works on the iPhone goes together so well with the touchscreen that I was more than a little surprised in researching this game for this review that it started its life as a completely free to play flash game that is played by clicking the mouse instead of dragging your finger around. The presentation is top notch too, with music that ranges from this really somber sounding piano piece in the menus to a fast paced heavy metal rock ballad while you're skiing.
Also, as you paint the slopes with your finger houses and trees spring up from, and despite being largely black and white and 2D, the scenery has quite a bit of depth to it, with trees and houses scrolling on front of the scoreboards. Yet another cool little flourish in the game is that the music you're listening to is actually emanating from your character's headphones. If you go fast enough for them to fall off, all you hear is the sound of the wind. Upon successfully landing a jump, you're judged by off-screen judges who hold signs up scoring it, and the name of the game is to just score as high as possible.
Included in the game is OpenFeint online leaderboards for tracking scores, although achievements are curiously absent. Scoring high seems to be highly dependent on keeping your combo going to keep the rainbow following your skier up, which involves constantly skiing through the gates and tunnels are they appear on screen. One mistake I initially made when playing the game was drawing my jumps far too steep, and seem to be having better luck with long slow inclines and then short ramps at no more than a 45 degree angle. Forum member Ataloss offers additional tips in the Solipskier thread.
If nothing else, you should really try the free flash version, but just be aware that the game seems to work even better using the touchscreen of iOS devices. Solipskier is universal, and even comes with high resolution graphics for the Retina Display of the iPhone 4 (which look excellent, by the way). The game plays nice with the fast app switching in iOS 4 and reloads instantly, but it would be really nice if the game resumed in a paused state to give you an opportunity to reorient yourself before playing instead of having your little dude just go right back to skiing almost always resulting in death.
Overall, it's really hard to ask for more in a Flash to iPhone port, and Solipskier is really worth grabbing if you're even the least bit captivated by the Flash game.
Escalation Studios have been the men behind the curtains of two great iPhone games, Dr. Awesome [99¢ / Free] published by ngmoco as well as Doom Resurrection [$1.99] published by id Software. Today they released Splode [99¢] on the App Store as the first game published under the Escalation Studios name. Splode has gameplay very similar to other chain reaction games like Sneezies [99¢ / Free / HD] in that you tap on the screen to start a reaction, and that reaction (if initiated properly) can clear the entire screen.
Like Sneezies, Splode has both a challenge mode where you try to clear a set number of splodes in one tap, and score attack mode where you can tap multiple times to see how many splodes you can explode. What sets Splode apart from similar games is the crazy amount of additional flourishes in the game, both in the musical and graphical departments.
The music begins almost spooky sounding with the game entirely in black and white. As your chain reaction involves more splodes, a series of flower buds that frame the screen open, and the scene slowly turns from night time and black and white to daytime and colorful. It's really a cool experience, and vaguely reminds me of the transition to color in The Wizard of Oz.
Splodes is launching at 99¢, is universal, and even has high resolution graphics for the Retina Display of the iPhone 4. One thing that is sorely lacking in Splodes is online leaderboards, something that I feel is almost mandatory for any high scoring game, and achievements would be awesome too. Even though the gameplay isn't that original, the experience of the music, ascending chords as the splodes explode, and the color changing mechanic is totally worth checking out if you enjoy simple but beautiful games.
Back at WWDC we met with Fish Labs to see the sequel to Galaxy On Fire 3D [$2.99 / Free] running on the iPad. Before getting any deeper than this, it's important to know the roots of the Galaxy on Fire series so you can fully appreciate just how far the game has come. Both Galaxy on Fire and its sequel originated from J2ME games that weighed in at under 1 megabyte each in their original form. Galaxy on Fire 3D saw an incredible leap from the J2ME game, and its sequel makes even bigger advancements. Before looking at what the game has become today, take a good look at the original screenshot to the right, in all its J2ME glory.
Galaxy on Fire 2 is a space conquest game, with a massive galaxy map to explore, multiple factions to align yourself to, a dynamic economy, and tons of other neat features that all add up to an impressive amount of depth. The original Galaxy on Fire was something special, but the sequel seems to be exceeding the original in every way imaginable.
Generally speaking when we do a preview post like this, we'll just cherry pick two or three of the coolest screenshots that developers send us, but that isn't really possible with Galaxy on Fire 2. That just really wasn't possible with the batch that Fish Labs sent us, especially with them all being rendered at iPhone 4 Retina Display resolution:
Galaxy on Fire 2 is in beta testing right now, and Fish Labs expects to release both the iPhone and iPad versions of the game simultaneously in October. For more information check out their extensive developer blog or the thread in our forums. There is also some iPad gameplay footage in our last preview at WWDC, but that was so long ago it's hard to say how representative that even is of the game right now.
Originally released in 1985 by the now defunct Data East, Road Blaster is a LaserDisc game in the style of Cobra Command [99¢]. Road Blaster was one of the last LaserDisc games ever released, and is set in a Mad Max-like post apocalyptic world where you play as a vigilante on the road hunting down a biker gang in attempt to bring them to justice for the death of your wife. Along the way you will need to do all kinds of tricky driving maneuvers before finally facing off with the gang's leader.
The only time this game has been seen outside of Japan is in the Sega CD port which not only suffered from the same horrid video compression of all Sega CD games, but also got renamed to Road Avenger. Revolutionary Concepts have completely remastered the game, and when it is finally released, it will play at 60FPS at full iPhone 4 or iPad resolutions. They've also completely redesigned the dashboard of the car, added in tilt controls, and made a whole list of other tweaks.
Check out this comparison between the original arcade and iPad versions of the game:
Road Blaster is currently in the final stages of development, and is expected to be released on the App Store sometime next month.
Late last year Two Lives Left'sWheeler's Treasure [$4.99] rolled on to the App Store, and following a positive preview we took a closer look at the game and even discussed it on our podcast. In a nutshell, Wheeler's Treasure is a randomly generated survival platformer where you jump down a hill inside, on top of, or nearby a mysterious wheel. It's an odd game premise, but works surprisingly well especially with the whole slew of items that can be collected in game such as a grappling hook to latch on to the wheel or a magnet to suck up nearby coins among others. These items add a surprising amount of replay value to the game, as they're collected from chests which randomly appear in the game world at various intervals down the hill, requiring many play throughs since I doubt anyone is capable of collecting everything in one run.
Since we last looked at the game, it has had its controls revamped with a virtual joystick of sorts to control your jumping as seen in the above screenshot, and Wheeler's Treasure now comes with complete Retina Display support if you're playing on an iPhone 4. While 3D games like Real Racing [$4.99 / Free] look great on the Retina Display, I think hand drawn games like Wheeler's Treasure really look the best at high pixel densities.
If you've since forgotten about Wheeler's Treasure since its release nearly a year ago, this latest update is really worth reinstalling on your device, especially if you own an iPhone 4. Otherwise, if you're looking for a very unique pirate themed survival platformer, look no further than Wheeler's Treasure. For more information on the game, check out our review or stop by the thread in our forums.
The Madden series hardly needs an introduction, as football player turned coach turned commentator John Madden has had his name on football games for the better part of 20 years now. On home consoles, it has become tradition for EA to release a new Madden game each year with updated rosters, a few new features, and other various tweaks. As of tonight, the second yearly installment of the Madden series has arrived for the iPhone.
Last year we took a close look at Madden NFL 10 and thought it was a really great football game for the iPhone. Madden '10 came loaded with all the licensed players, stadiums, logos, and everything else you'd expect of a Madden game along with game modes ranging from single exhibition games to full seasons. The two hip new features of Madden NFL 10 for the iPhone were hot routes allowing players to draw on the screen to control players, and "action control time" which switched the game to slow motion mode allowing for precise maneuvers with the virtual controls.
There wasn't much to complain about with last year's Madden, which really left me wondering what EA was going to include in this year's release to up the ante. The preview we got revealed substantial graphical upgrades including Retina Display support, but it wasn't until I got to spend more time with the game today that I realized just how much more fun the other new features made playing Madden NFL 11.
In the interest of full disclosure, I'm not a sports person by any means. I don't remember the last time I watched anything more than the Super Bowl on TV, and the only sporting events I've attended have been the result of friends with extra tickets. I play sports games, but generally gravitate towards arcade style sports games like Homerun Battle 3D [$4.99 / Free], or sports games that have RPG elements such as Baseball Superstars 2010 [$4.99 / Free].
I mention this because I generally never really got into a Madden game, or really any full football game. The weak link for me always came in choosing from an endless array of both offensive and defensive plays, with each yearly iteration of football game boasting even more plays to choose from. I don't know enough about the strategy of football plays to have ever felt like I was making a wise decision, and when it got down to it, play selection just always seemed like a needless interruption every few seconds while playing the game.
GameFlow changes all of this, and I really can't overstate how awesome a feature it actually is. Using some new AI algorithm likely designed by a team of people who know way more about football than I ever care to, Madden 11's GameFlow will intelligently chooses plays for you. It is absolutely insane how much this changes both the feel and the pace of the game. Using GameFlow, endless submenus of plays are a thing of the past. Instead, you just play football. The plays it selects work fairly well too, or at least, much better than my typical choice of plays which usually alternate between the hail mary and the fake field goal kick-- both favorites of mine.
What's also shocking is how much this actually speeds up playing the game. You can tap the screen to skip through the extra animations, victory dances, and other junk and play through a whole football game in what barely seems like any time at all. Of course, if you are the kind of person who knows exactly what every play does, all you have to do is flip GameFlow to off and you have complete control of each and every play.
The hot routes functionality from last year has been expanded, and at any point during the game you can pause the action and draw paths for your players. If you're playing offense and do this, you can save those routes as an audible, or if you're playing defense you can just send your players wherever you want. The whole system works very well, and by drawing lines you can send dispatch players to man to man duty, follow the ball, or really anything else. This really makes defense a lot more fun because you can now actually sensibly direct your team around instead of just tabbing in between players and chasing after whoever has the ball. Check out my top secret LOL offense:
As mentioned already, the graphics of Madden NFL 11 look fantastic. The stadium crowd has actual depth now, and they even wave around signs for the home team. The included weather effects look good, and overall it seems like all the player models and animations are more detailed. Every texture in game also seems to have been substantially improved, making going back and forth between 10 and 11 seem fairly drastic.
Madden 11 also is host to some other noticeable tweaks over last year's as well such as controls that feel a little better and a spruced up interface. There's an in-game store which currently is home to a free roster update, but seems like it might be used for future DLC . Finally, Madden NFL 11 behaves beautifully as an iPhone game, gracefully saving your game and resuming quickly when you load it again.
Like last year, the inevitable comparison between Gameloft's NFL 11 [$6.99] and Madden NFL 11 will likely take place in our forums for months to come, but in my opinion, Madden wins by a landslide. Gameloft's offering seems to run at a higher frame rate, but Madden looks better overall-- rspecially when it comes to how the crowd and stadiums are rendered. Madden NFL 11 has local bluetooth multiplayer while NFL 11 is single player only, and the commentary in Madden seems less repetitive than Gameloft's. Where Madden really wins though is in the extra features. With how much I've fallen in love with GameFlow I can hardly bring myself to deal with NFL 11's play selection, and Madden's total defensive control makes playing defense in NFL 11 flat out boring in comparison.
At the end of the day, people who like Madden games likely don't need this review, or anything more than the iTunes link to download the game for that matter. Who I really expect to sway into checking out Madden NFL 11 are the casual sports fans, or people like me, who are vaguely interested in sports games but found the various technicalities of football games to generally be annoying. GameFlow fixes all this, and I can hardly believe that I spent the majority of my day today playing Madden 11 on my iPhone-- not because I was trying to power through it to write a review, but because I was actually really enjoying a football game for the first time since Mutant League Football on the Sega Genesis.
The iPad and iPhone versions are essentially the same aside from the price difference and UI tweaks to make the controls more comfortable for playing on the iPad. The iPhone version is workable with pixel doubling, and the only thing you're really going to be missing out on is the upcoming "Vintage Voltage Football" mode which is basically just Super Shock Football [$1.99 / Free] with Madden graphics.
Shortly after the iPad arrived, Gameprom treated iPad gamers to Pinball HD [App Store], a collection of their excellent stand-alone iPhone pinball titles -- Wild West Pinball [$.99], The Deep Pinball [$.99], and Jungle Style Pinball [$.99] -- all in one high resolution, iPad application. We found the title easy to recommend, and we weren't the only ones; Pinball HD was a WWDC 2010 Apple Design Award winner.
When the iPhone 4 was unveiled, sporting its high resolution Retina display, we hoped to see the same fine collection adapted to suit Apple's new iOS flagship. And, today, we're happy to report that Pinball HD 4 iPhone [link] has arrived and is now available for download in the App Store.
Pinball HD 4 iPhone delivers everything that the iPad's Pinball HD does, beautifully rendered on the iPhone 4's Retina display with a sharpness that almost makes your eyes bleed. (Though, the iPhone 3GS and 3G iPod touch are supported at their native resolution, as well.) And we're happy to see that Gameprom added the fixed, portrait table view mode that we requested in our April look at the iPad version. (This mode sits in addition to the floating, portrait view mode and the fixed, landscape mode.)
Like its forerunner, Pinball HD features split-screen, tap paddle controls, WiFi and Bluetooth multiplayer, online score tracking, and support for 3D anaglyph (red/blue, etc.) glasses rendering. And you get all that for  buck less than the iPad version. Any pinball fan with an iPhone 4 (or a 3GS if you're new to the series) needs to get this game on their device.
Sega has released a number of classic Genesis games on the App Store- Sonic the Hedgehog [$5.99], Sonic the Hedgehog 2 [$5.99], Golden Axe [$2.99], Streets of Rage [$2.99], and as of last night, Ecco the Dolphin [$2.99] and Space Harrier II [99¢]. In the past we've been increasingly critical of Sega releasing these emulated games, as while the games wrapped in the emulator are undoubtedly classics, the emulator itself leaves much to be desired.
Revisiting these games with my iPhone 4 has revealed that Apple has finally released hardware that is fast enough to properly run Sega's emulator (although I have had weird crashing issues with Sonic 2). If you've got an iPhone 4, the games run substantially better than the 3GS/3rd generation iPod touch, leaving the touch controls as the only issue. If you're stuck in the world of the iPhone 3G or 2nd Generation iPod touch, you're still better off skipping all of these because the performance really isn't that great. The games are playable, yes, but not a good experience by any means.
Anyway, Ecco the Dolphin is an action adventure side scroller released on the Sega Genesis in 1992. In the game you play as a dolphin, ramming in to things and using your sonar to both talk to other friendly sea creatures and interact with various objects in the game world. When I played the game the first time around on my Genesis, I thought it was surprisingly difficult as you need to manage Ecco's air supply while navigating vast underwater mazes. Drowning over and over was not something I was expecting to get myself in to when I first saw the cute box art.
There's a fairly extensive library of clips on YouTube of people playing the game in various emulators:
Ecco the Dolphin is just as much of a classic as the other games Sega has released, and really should be played by anyone who considers themselves a gamer who hasn't yet. If you want to go back in time even further, Space Harrier II was a launch title for the Genesis and debuted with the system in mid-August of 1989. Like most games of the time, Space Harrier II came packed with a nonsensical story where you're searching out a distress call from the 214th sector in the year 6236. You run around on a pseudo-3D checkerboard landscape shooting your laser at anything that crosses your path.
Like Ecco, there are no shortage of Space Harrier II gameplay videos captured from various emulators on YouTube:
Space Harrier II hasn't aged as well as the other classics Sega has released, but it's still pretty cool to take a look at what was considered cutting-edge mind blowing graphics over 20 years ago. But like all these games, the touch controls of the Genesis emulator on the iPhone aren't ideal and the framerate is low on older devices. Because of this, they're all hard to really recommend, but at least they exist in some form on the App Store if you're determined to revisit these classics on your iPhone.
Ever since the demonstration of the iPhone 4 at the WWDC keynote, the far and away most talked about feature has been the stunning Retina Display. When the iPhone 4 finally released, some developers took the opportunity to update their existing games to harness the power of the eyeball burning high resolution. Previously, we've covered games that have added retina support including Real Racing, Flight Control, Archetype, Sword of Fargoal, Jet Car Stunts, Zen Bound 2, and a host of games from Pangea Software. Well it's time to add another to the list as Gameloft's Halo inspired first-person shooter N.O.V.A. has been given the Retina Display treatment as well, along with support for the iPhone 4's gyroscope.
N.O.V.A. wasn't a bad looking game to begin with, but with this latest update it's hard to believe that I ever thought so. Gone are the many jagged edges that are rife within the game, replaced with silky smooth graphical models that can only be possible with the four times as many pixels on the iPhone 4 display. The game literally pops of the screen now (although the voice acting remains comically terrible). I could go on about the enhanced visual clarity of N.O.V.A., but these comparison screens tell the story better than I ever could:
Perhaps an even more intriguing addition to N.O.V.A. is support for the iPhone 4's gyroscope. The gyroscope must be enabled when starting a new game or from the control options, and is actually a combination of screen swiping and movement. Swiping still moves your aim in an extreme manner, so you still pretty much move and turn the same throughout the game. But the gyroscope offers refined accuracy within your current view (unless you are moving your entire body around, in which case your entire view changes with you), and it works beautifully. It can be a little disorienting to get used to at first, but one you do you'll never want to play an FPS game any other way, and this is coming from someone that typically hates tilt-to-aim in FPS games. This slightly cheesy video demonstrates the new controls:
The touch and gyro combination just sings, and makes N.O.V.A. feel like a whole new experience. The new updated graphics are gorgeous, and still impress even for a seven month old game. And there's the always handy iOS4 fast app switching thrown in this update for good measure. Needless to say, if you're an iPhone 4 owner with a copy of N.O.V.A., don't hesitate to grab this latest update and play through one of the better iPhone FPS games all over again.
Last week we posted about Secret Exit dropping the price of Zen Bound 2 [$2.99] and submitting an update to add universal compatibility along with all kinds of new visual effects and other tweaks. Zen Bound 2 now uses full OpenGL ES 2.0 graphics on 3rd generation devices and newer which means even better shadows and lighting effects as well as even more detailed paint spread. When playing on the iPad, the random framerate drops have been completely fixed, and the game even performs a little better too. Also, third generation iPod touch and iPhone 3GS users will see incredibly smooth visuals with full anti-aliasing, and Zen Bound 2 looks simply incredible on the Retina Display of the iPhone 4.
If you were waiting for any reason, now is an absolutely fantastic time to pick up Zen Bound 2. It is filled with relaxing gameplay supplemented by one of the best (if not the best) soundtrack I've heard in an iPhone game, and the gameplay mechanic of rotating string around a 3D object to cover it in paint works phenomenally with the multi-touch controls of iOS devices-- and even more so when you throw the gyroscope of the iPhone 4 in to the mix. Zen Bound 2 is the best looking game I've played on my iPhone 4, as Secret Exit's knack for creating lifelike textures and lighting effects is perfectly paired with the Retina Display to create an experience that looks nearly photorealistic, a term I never thought I'd ever use to describe an iPhone game.
Jet Car Stunts [$1.99 / Free] by True Axis is without a doubt a favorite around here, and last week we posted about the recent update which not only added a DLC level pack, but also threw in a load of iOS 4 enhancements including antialiasing on newer devices as well as fast app switching support. True Axis had intended this update to also include Retina Display support, but a last minute bug prevented the game from running at the glorious 960x640 resolution. This was quickly fixed, and an updated version was submitted to the App Store which was just approved mere moments ago.
Check out how awesome Jet Car Stunts looks on the iPhone 4:
If you're an iPhone 4 owner with Jet Car Stunts, don't waste any time before mashing the update button in iTunes. The game looks fantastic on the Retina Display, and still runs at its sky high frame rate even at the higher resolution. If this is the first you've heard of Jet Car Stunts, take a look at our review. We liked the game so much we awarded it five stars, and from checking out the quotes in the iTunes description, we're not alone.
We've posted about Sword of Fargoal [$3.99] and its iPad counterpart Sword of Fargoal Legends [$6.99] numerous times now, even including it in our Best iPhone Games of 2009 listing. The thread on our forums has been going strong since March, and is filled with close to 2000 posts of people suggesting new features and telling tales of their adventures, with the developers participating constantly in the discussion.
From reading comments we get on articles, as well as endlessly pouring over our forums, it seems above all what our community seems to unanimously love is any developer who sticks with their game, and there is a short list of developers I can even think of who have done as much with their games as the Fargoal team has done over the life of Sword of Fargoal. Since its initial release on the iPhone, all kinds of new items and treasures have been added, along with new monsters, sound effects, potions, dungeon levels, and graphical effects. New traps have been thrown in, as well as multiple difficulty levels to make the game both more forgiving to new players and more brutal to veterans.
This latest update adds high resolution graphics, allowing players with iPhone 4's to enjoy the game at full Retina Display resolution. If you've been following the development of the game, specifically its pre-iPhone origins, it's really great to see how far Fargoal has come while still maintaining a retro feel. The original Sword of Fargoal was a 40x30 dungeon tile game with monster sprite graphics that ran on the Commodore 64, which can be seen in the bottom corner of the following comparison screen shot::
On the horizon for Fargoal in future updates is a complete overhaul of the random dungeon building system. Instead of the current 40x30 tile area that every dungeon floor is made of, floors can be any length and width. The developers are hoping that this will give Fargoal a much more "architectural" feeling to the dungeon generator. Dungeon generation is also said to be getting more purposeful, with things like guard rooms, store rooms, underground lairs, vaults, oubliettes, and other rooms for players to come across.
There is going to be more environmental interaction and danger outside of combat, and with these two things are coming even more descriptive text to help set the scene a little better. Fargoal will also eventually have an even wider variety of monsters that vary in intelligence and ability. Some will even use battle tactics and strategy, with certain enemies organizing with other enemies when appropriate to quicken your demise.
If you haven't updated Sword of Fargoal recently, now is a great time to do so. If you still haven't downloaded Sword of Fargoal, it's among the best roguelikes available on the App Store, and certainly the most approachable, especially with the recent difficulty settings. Sword of Fargoal is one of my favorite games, and it's really easy to recommend, especially with how committed the developers have been to both updating the game in the past and continue to update it in the future.
We just heard form Secret Exit, developers of Zen Bound [$2.99 / Free] and the currently iPad-only Zen Bound 2 [$2.99] that aside from dropping the price of Zen Bound 2 to $2.99, they also just submitted an update to make the iPad game universal. Not only that, but if you're lucky enough to have an iPhone 4, the Zen Bound 2 universal update is coming packed with both Retina Display support as well as utilizing the gyroscope for increased accuracy when moving the rope around.
Both Zen Bound games are not games as much as they are experiences, the music pairs wonderfully with the relaxing gameplay of just wrapping a piece of string around a 3D object, and everything down to the in-game menus are simply beautiful. The original Zen Bound actually started as a PC game, but paired with the multi touch interface of the iPhone (and iPad), Zen Bound truly came to life on the platform.
Even if you don't download the game, I really recommend giving the soundtrack a listen. All you have to do is plug your email address in to the Zen Bound web site.
Zen Bound 2 is one of my favorite iPad games, and with both a price drop and a universal update pending approval, it's even easier to recommend picking this game up.
Back at WWDC we got a first look at Illusion Labs' iPad game, Foosball HD [$2.99]. At our party during the event, Anders MÃ¥rtensson of Illusion Labs whipped out his iPad and the game had a constant crowd around it with people taking turns playing, with others huddled around cheering. It wasn't hard at all to recommend picking up Foosball HD in our review, as iPad gaming really seems to be at its best when playing a two player game with both players using the same device.
The iPhone version, simply titled Foosball [99¢] hit the App Store today which aside from the smaller screen plays identical to the iPad game. Foosball is controlled by swiping on either side of the screen near the foosmen you want to move or rotate. There is a basic single player mode where you can play against an AI opponent, but the game truly shines when played with two players, each controlling their own team utilizing the touch area of half of the iPhone screen.
If you have an iPhone 4, Foosball runs at Retina Display resolution which looks almost photorealistic at such a high pixel density. There's not much you can say about the gameplay of Foosball, as the game literally consists of nothing more than a virtual foosball table that automatically keeps score along with a AI opponent with three difficulty levels if you don't have a real-life opponent to play. The single device multiplayer works well, but is difficult to transition to after being used to the iPad version since the fingers of two players obscure so much of the iPhone screen.
Still, if you don't have an iPad, Foosball will be a fantastic addition to the games on your phone especially if you've found yourself having a great time with single device multiplayer games in the past. For its current price of 99¢ (which is unheard of for Illusion Labs games) it's totally worth downloading just in case you ever find yourself in a situation that calls for a spontaneous game of iPhone foosball. I'd still recommend picking up the iPad version over the iPhone version if at all possible, or even both if you consider yourself a true foosball fanatic.
Proud to be indie developer NimbleBit leaked some vague details to us this afternoon regarding their next iPhone game, Pocket Frogs. The story of Pocket Frogs starts back with their previous game, Dizzypad [iPhone: $1.99 / iPad: Free + DLC], a simple jumping game that we loved in our review which recently received an update adding in iOS 4 fast app switching and Retina Display support for the iPhone 4.
Figuring they'd make the various Plus+ awards a little more fun than just increasing your overall Plus+ gamer score, NimbleBit linked these awards with unlocking differently colored playable frogs. The unexpected side effect of this for NimbleBit was it turned out that for many players, the goal of playing Dizzypad for them was to unlock every frog rather than shooting for high scores as originally intended. NimbleBit released several updates to the game which added even more frogs, so when searching for inspiration for their next game, it seemed only natural to make a game with the sole purpose of collecting as many frogs as possible.
Pocket Frogs is a game of raising, breeding, and trading frogs. Each of your frogs will have three specific genetic traits that they inherit from their parent frogs, which according to NimbleBit will result in "many thousand possible emergent species." There are going to be multiple customizable habitats to raise your frogs in, and players will be responsible for keeping the frogs healthy, happy, and well fed by taking them out to explore the Pocket Frog pond.
Aside from breeding frogs, players will be able to get new frogs by ordering them in-game as well as trading frogs with friends via Plus+. There are also plans to have various challenges to breed certain frogs which rotate on a weekly and monthly basis and the frog store will rotate on a daily with new frogs to buy with in-game currency. NimbleBit is still hashing out plans on exactly how they're going to monetize Pocket Frogs, but have assured me that players will be able to access absolutely everything in game for free and whatever in-app purchases they finally decide on will be intended for serious frog breeders and otherwise entirely optional.
One of the core features of Pocket Frogs that NimbleBit feels has been missing from some many of these free social games is a full featured offline mode. If you're an iPod touch user, you will be happy to know that you can play Pocket Frogs without ever connecting to the Internet, you just won't be able to buy any of the in-app purchases or participate in frog trading while offline. Otherwise, you can breed your own little frogs to your heart's content, buy new frogs, and even participate in all the breeding challenges.
Pocket Frogs is currently being developed for all iOS platforms and will include Retina Display support. NimbleBit isn't getting specific with release dates yet, and instead have just told us to "expect to have a handful of little frogs this summer." We've yet to hear whether or not players will be able to release their army of frogs on unsuspecting virgin ecosystems, but for what it's worth, I've got my fingers crossed.