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Archive for September, 2010

Manomio Submits ‘C64′ Update with BASIC (re)Enabled

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An App Store favorite of our readers who relish the retro is surely Manomio's Commodore 64 [link], the C64 emulation system / game store that does a great job of putting an expanding list of 8-bit classics right in our pockets. We first got wind of Manomio's emulation effort in June of last year, when it was submitted to Apple and rejected, as it was determined to be in violation of the iPhone SDK agreement.

Then said Apple,

Thank you for submitting C64 1.0 to the App Store. We've reviewed C64 1.0 and determined that we cannot post this version of your iPhone application to the App Store because it violates the iPhone SDK Agreement; "3.3.2 An Application may not itself install or launch other executable code by any means, including without limitation through the use of a plug-in architecture, calling other frameworks, other APIs or otherwise. No interpreted code may be downloaded and used in an Application except for code that is interpreted and run by Apple's Published APIs and built-in interpreter(s)."

It was the system's included BASIC interpreter that was the sticking point for Apple, it turned out. Manomio disabled (and then removed, as it was deemed necessary) the BASIC interpreter and the app finally found its place in the store, and in Apple's good graces.

Last Thursday, Apple made significant changes to the iOS SDK agreement, relaxing restrictions on development tools used to create iOS applications. One of the areas of the SDK agreement affected was section 3.3.2, the specific part of the agreement that Apple determined Manomio had violated with the initial releases of C64. Upon hearing this news, Manomio CTO Stuart Carnie was quick to read over the new Apple document and found the following, updated section 3.3.2.

3.3.2 An Application may not download or install executable code. Interpreted code may only be used in an Application if all scripts, code and interpreters are packaged in the Application and not downloaded. The only exception to the foregoing is scripts and code downloaded and run by Apple’s built-in WebKit framework.

As can be seen in the new language, interpreted code is now acceptable under certain circumstances. In light of this fortunate turn of events, the developer has put together an updated version of C64 (v2.0) with BASIC enabled. Wanting Apple to be fully aware of his re-inclusion of the BASIC interpreter, Carnie extensively underscored his changes in the Reviewer Notes section of the submission form and additionally sent a courtesy e-mail to Apple on the issue. Since then, the developer and Apple have had further correspondence regarding the update and the response so far is positive. Apple will, understandably, spend additional time reviewing the application, but Carnie says he remains cautiously optimistic.

If Apple does end up rejecting the update, Manomio's plans are to remove the BASIC interpreter, but leave in place the other enhancement that this update brings, Carnie tells us. Those other enhancements include:

  • FIX – fix crash when attempting to use the "Download All" feature and many games are queue
  • FIX – Add additional controls to Hunter's Moon
  • FIX – iPad landscape view is no longer partially off the screen
  • NEW – Upgraded to OpenFeint 2.6.1 (includes time-scoped leader boards)
  • NEW – iOS 4.1 tested
  • NEW – New "Always use keyboard" option to access additional in-game features

Apple's recent update to the SDK agreement gives developers of all manner of apps more flexibility, but is a particular boon to developers of retro system emulators and games. We've got our fingers crossed that C64 with BASIC enabled is given the nod by Apple and that other developers are inspired to bring others classic systems and games to our favorite mobile device family.

App Store Link: Commodore 64, $4.99

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September 12, 2010 at 22:15

Video of Upcoming ‘Pocket Frogs’ from NimbleBit

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Early this summer we posted an exclusive sneak preview of NimbleBit's upcoming frog management title Pocket Frogs, which is something of a follow-up to their popular Dizzypad. The developer has recently posted a video showing the game in action and provided us with additional screenshots.




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.

Pocket Frogs will be a free download, available for the iPhone, iPod touch, and iPad, and will take advantage of the iPhone 4's high-resolution Retina display. The game is slated for a September 15th launch, and those who download the title in its first week will receive an exclusive frog, the 'Black Floris Tribus'.

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September 12, 2010 at 10:15

An Update on the Upcoming GameBone Controller Accessory

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Last year we posted early details surrounding the forthcoming iPhone game controller accessory from 22moo, the GameBone, which will offer official iOS 4 support (read: no jailbreak necessary). The accessory-maker has recently posted additional details on the item to their website.

Features listed by 22moo:

  • 8-way D-pad (directional pad)
  • 4 action buttons
  • 2 shoulder buttons
  • Built-in 1600 mAh Lithium battery for additional power for your iPod touch / iPhone
  • Rear button and LED to check charging state and capacity
  • Built-in stereo speakers
  • Omnidirectional MIC
  • 3.5 audio headphone jack
  • Rear kick-stand
  • iDevice independent volume control
  • Charge and sync for all iDevices (except for the iPad)
  • Interchangeable core for compatibility with iPod Touch, iPhone and iPad devices

The company is currently in the process of finalizing the device's new PC board and updated case design for mass production. A new availability date will be announced in early October, so stay tuned.

Stuart Carnie of Manomio has indicated that the studio's C64 for iPhone will offer eventual support for the device when it hits market.

The GameBone will support the following iOS devices: 2G, 3G, 4G iPod touch, iPhone 3G, 3GS, 4, and iPad.

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September 12, 2010 at 10:15

Hands-On with Upcoming ‘Sonic 4: Episode 1′ – This is What We’ve All Been Waiting For

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Yesterday during Sega's iPhone Games Day, easily the most impressive and fun game that I had a chance to play was Sonic 4. It finally feels like the Sonic game that we've all been wanting for the past 15 years, with no gimmicks, unnecessary characters or outlandish stories. Just pure 2D side-scrolling Sonic goodness, with heaps of Blast Processing. We previewed Sonic 4 during E3 in June, where we had a chance to play an early version of the game. Yesterday at Sega I was shown a nearly complete build of the game that included the previously unannounced Labyrinth Zone, two exclusive iPhone levels, and the special Chaos Emerald bonus stages.

The best thing about Sonic 4 is that it's incredibly simple to play, to the point of almost rendering the virtual controls a non-issue. I say almost because it still can be tricky playing a platformer without tactile feedback, but with only an analog stick and one button to worry about it certainly simplifies matters. Sonic 4 plays similarly to the original trilogy where you can run down hills and roll through loops or perform a spin dash by crouching and mashing the button to build up speed, but one significant new maneuver has been added to Sonic's repertoire. After performing a jump, you can hit jump in mid-air and execute a homing attack that will send Sonic spinning into nearby enemies or interactive objects which get target locked automatically. This adds an interesting dynamic to the game and makes it far more playable on the touch screen, as you don't have to be quite as precise when trying to defeat enemies.

Previously, Sega has shown off the first area of Sonic 4 called Splash Hill Zone. This zone is reminiscent of the beginning stage in earlier Sonic the Hedgehog games, with bright blue skies, green grass, and plenty of loops and hills. Yesterday they revealed Labyrinth Zone, which is also akin to levels from the old Sonic games. It's an underground cavern area with moving platforms, boulders falling from the roof, and underwater portions. This is also where one of the iPhone exclusive levels is based, called Lost Labyrinth Zone. This level has Sonic riding in a mine cart that is controlled by tilting the device while negotiating maze-like caverns. Sonic 4 deviates from the linear level progression of the originals, and once you've completed the initial Splash Hill Zone all three areas in each of the four zones are made available to play in any order. The catch is that you will not be able to play the fourth boss area for each zone until you've completed the previous three.

Another returning feature from the classic Sonic games is the addition of bonus levels. If you complete an area with at least 50 rings in your possession, you'll have a chance to jump into a gigantic spinning ring at the end which will take you to a special stage and give you an opportunity to earn a Chaos Emerald. These stages are re-imagined versions of the ones from Sonic 1, and if you remember those stages you'll understand just how well suited they are for tilt control. Whereas you controlled Sonic himself as the stage spun around you in the originals, in this iPhone version you'll actually be controlling the stage by tilting and twisting the device while trying to get a stationary Sonic to the Chaos Emerald in the middle. Collecting a total of 7 Chaos Emeralds and completing the game will yield an alternate cliffhanger ending that will hint at things to come in Sonic 4: Episode 2.

Yes, Sonic 4 will be an episodic release. Sega couldn't comment on how many episodes will make up the entire experience, but have assured me that there is a definitive end to Sonic 4 and they won't just be releasing a new episode whenever they feel like adding a new set of levels. Sonic 4 is also looking quite stunning visually, and will be nearly identical to the console versions save for the 2 exclusive iPhone levels and tilt controls. Remarkably, the game runs at an incredibly smooth rate, and I didn't experience even one hiccup during my time with the game. Also of interesting note is that Sonic 4, the long awaited spiritual sequel to the classic original trilogy that fans have been clamoring for for years, will not be appearing on either the Nintendo DS or Sony PSP. While this may have Marcus in a huff, it shows just how committed Sega is to this platform and its fans.

This hands-on video from our E3 preview in June demonstrates Sonic 4 in action:

I can hardly describe just how much I enjoyed Sonic 4, and I cannot wait for the final version to be released. Sega won't pin down anything more exact than “sometime this Fall” but the game was looking mostly complete and hopefully it won't be too much longer before we can all finally play Sonic 4: Episode 1.

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September 11, 2010 at 2:15

CAVE Announces ‘Mushihimesama Bug Panic’ for iPhone

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Japanese gaming company CAVE seems to be on a roll with the App Store. After the release of excellent Espgaluda II and Dodonpachi Resurrection games, CAVE has announced their first original title for the iPhone and iPod touch.

Mushihimesama Bug Panic is an original title featuring Bug Princess Reco, star of the Arcade and Xbox 360 game “Mushihimesama Futari”. They aren't offering many details on the new game but provided this trailer:

The game is categorized as "Bug Busting Action". Of note, CAVE seems to have drawn a line in the sand and will continue to only support high-end devices. This new game will be compatible with the iPhone 4, iPhone 3GS, 3rd Gen iPod Touch and iPad only. The game will be released in the Fall of 2010.

Update: Here's an early gameplay video from December 2009:

[source]


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September 10, 2010 at 18:15

Hands-On with Dreamcast Classic ‘ChuChu Rocket!’ – Coming Soon to iPhone and iPad

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It seems fitting that Sega chose today, the 11th anniversary of the North American launch of the Dreamcast, to announce that one of that systems most popular and beloved titles ChuChu Rocket! would be coming to the iPhone and iPad. I was an avid Dreamcast gamer back during its heyday, but never actually got into playing ChuChu Rocket. After spending time playing the title today at Sega's iPhone Games Day, I realize what I was missing out on.

ChuChu Rocket! is a colorful J-style puzzle game where you must get a group of cats safely into their rocket ships while avoiding cats. The mice will brainlessly move forward on their own, and make a right turn when running into walls or barriers. You can place various up, down, left, and right arrows around the playfield in order to direct the mice towards the safety of their rockets. Cats behave similarly in how they march around the board, and if you happen to misdirect your mice into any of the cats you'll fail the level. There are limited numbers of arrows per level to direct your mice with, meaning you'll have to think ahead to find the best placement of each one to assure you get your mice to safety.

That's the basic gist of ChuChu Rocket! anyway, but there can be variations of this due to the different modes of play. The Puzzle Mode is the main part of the game, and offers 100 levels of trying to get your mice safely to their rockets. This mode isn't timed, and allows you to think through how to complete the level at your leisure. Then there is a Challenge Mode with 25 levels that each have a specific goal, like directing the mice into the cats rather than the rockets. This mode is timed, and you'll need to get a certain amount of the mice to their goal before time runs out.

Finally there's Multiplayer Mode, which I think has the possibility to really shine on the iPhone. ChuChu Rocket! was the first online capable game for the Dreamcast, back before it was a common feature in video games. Multiplayer is 1-4 players, and you can either join up in teams of two or play free for all style. The goal here is to get as many mice to your own rocket as possible, while using arrows to direct cats into players rockets in order to prevent them from gaining any mice. This mode can be played over WiFi, 3G, or Bluetooth, and if you can't find any friends to play with you can add bots to the game and play against the AI. There are 25 levels to battle on, and the game will be the first from Sega to utilize Apple's new Game Center social network.

ChuChu Rocket! was a total blast when I had a chance to play it today, and it makes me sad that I never tried out this title almost a decade ago. It seems like a perfect fit for the iPhone, with all of the original levels reworked to be touch screen friendly. Gamers have been begging Sega to bring ChuChu Rocket! out on a current platform for years, and finally they will get their wish on the iPhone and iPad. Both versions will be exactly the same except for the iPad version which will contain a same-device 4 player multiplayer mode. Expect to see ChuChu Rocket! sometime in late October.

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September 10, 2010 at 8:15

Upcoming ‘Kingdom Conquest’ – An All-In-One MMO/RTS/Card-Battling/Dungeon Crawler

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One of the more interesting titles I got to see a demonstration of at Sega's iPhone Games Day today was Kingdom Conquest. The game is attempting to blend aspects of MMOs, real-time strategies, card battling, and dungeon crawlers all in one combined online experience. It may sound like a tall order, but it appears that Sega is actually on their way to pulling off this unique idea.

The RTS part of the game has you building up a city by placing buildings and using resources much like you would set up a base camp in typical RTS fashion. Harnessing resources like stone, iron, and wood allow you to build up different structures with different purposes. You'll also need to amass an army to capture territories of opponents. The different types of units you can use in your army are portrayed in a card-battling style similar to games like Magic the Gathering. Each card has its own attributes and special abilities, and there will be ways to earn unique cards to add to your collection. Winning in battle will depend on the effectiveness of the cards that comprise your army.

The dungeon crawling comes in to play when you try to take control of special towers around the map. Once you attempt completing a tower, the game switches into a 3rd person hack 'n slash game controlled with an analog stick and buttons where you must complete 5 levels of a dungeon floor filled with enemies and a huge final boss. Beating a tower can net you special items and resources for use in your city, as well as new monster cards and experience points. There will be 3 types of characters to play as in this part of the game – a barbarian, a swordsman, and a cleric. These characters can be outfitted with various weapons and equipment, and can be leveled up as you progress in the game.

Finally, the MMO portion comes into play with the online components of the game. Kingdom Conquest requires an EDGE, 3G, or WiFi internet connection to play. You can view other players cities and face off against them in an effort to take over their territory. The online progress is persistent, and you can join with other players and form alliances as you play through a season in the game. You can join into online auctions with other players to trade and buy items, as well as send messages and check various online statistics and rankings. Additionally, the dungeon crawling portion of the game can be played with up to 4 other players cooperatively, similar to raiding in other MMO games.

If this all sounds complicated, a “messenger” character in the game will give you various quests to complete that help you learn the different facets of playing before engaging in online battle. Kingdom Conquest will be a freemium title, which will be free to play but contain a shop full of various in-app purchases. These purchases can do things like increase your production, attack, or defense, as well as other offensive boosts. It remains to be seen how this will affect the balance of the game, and if spending more money will allow you to conquer players unfairly over those that choose not to spend anything. At any rate, the game looks great so far, and you'll be able to try out Kingdom Conquest for yourself sometime late this fall.

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September 10, 2010 at 8:15

Upcoming Genesis Titles – ‘Altered Beast’ and ‘Gunstar Heroes’

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September 10, 2010 at 8:15

‘Grand Theft Auto: Chinatown Wars HD’ Released – Crime Never Looked So Good

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Grand Theft Auto: Chinatown Wars [$9.99 / Free] hit the App Store in late January of this year and we absolutely loved it in our review. Prior to its release, there were quite a few good Grand Theft Auto-like games, but none ever really approached the depth and complexity of a true Rockstar game. Chinatown Wars blew everything out of the water with a full Grand Theft Auto experience, complete with tons of missions to complete, a ridiculous amount of cars to steal, and even touchscreen based mini-games for various in-game tasks.

Chinatown Wars worked fine on the iPad, but like so many games with controls designed and optimized for play on the iPhone, it definitely needed some tweaking. Also, pixel doubling wasn't very kind on the game's graphics. Rockstar responded by releasing Grand Theft Auto: Chinatown Wars HD [$9.99] which is the same game from a content perspective, with completely redone controls and graphics for the larger screen of the iPad. The in-game lighting has been improved, polygon counts have been increased, and explosions even look better.

If you own an iPad, and you've ever been remotely interested in Grand Theft Auto games, Chinatown Wars HD is a game you need on your device. There just isn't anything else like it on the App Store, the higher resolution graphics look great, the controls work well, and overall it's really hard to find anything to complain about other than this it its own app instead of a universal update to the existing Grand Theft Auto: Chinatown Wars for the iPhone. However, with any luck, Rockstar might just roll these high resolution graphical assets in to a Retina Display update for the new iPod Touch and iPhone 4.

App Store Link: Grand Theft Auto: Chinatown Wars HD, $9.99 (iPad Only)

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September 9, 2010 at 20:15

Square Enix RPG ‘Chaos Rings’ Gains iOS 4 Multi-Tasking and Retina Display Support

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If you just bought a brand new iPod touch with a Retina Display or already have an iPhone 4, Square Enix's Chaos Rings [$12.99 / HD] is a game that is highly worth considering with the release of the latest update. Chaos Rings looked great before, and now looks even better with high resolution graphics, UI elements, and text. To sweeten the deal they even added multitasking support for instant switching between battling and whatever other apps you're using.

We liked Chaos Rings enough to award it five stars in our review, and really think it's a game that any fan of turn based RPG's should own. With this latest update, that's especially true if you have a Retina Display device.

App Store Link: CHAOS RINGS, $12.99

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September 9, 2010 at 20:15