Archive for the ‘2.2’ tag
Classic ‘Wings of Fury’ Sees iOS Remake as ‘Wings of Valor’
Any gamer who has been at it for as many years as myself certainly has a shortlist of particular standout favorites that set themselves apart for one reason or another, having indelibly left their mark upon his or her twitchy gamer brain. One such game that can be found on my list / burned into my brain is the Apple II title , written by Steve Waldo and published by Broderbund in 1987. It’s a side-scrolling, carrier based aerial shooter set in the Pacific during World War II. The mission of the game is to use your Hellcat’s canons, bombs, rockets, and torpedoes to wipe out island installations, enemy ships, and defend your carrier against aerial attacks. It’s a lot of fun and is particularly challenging due to the somewhat realistic flight mechanics and the need to delicately land on the carrier to refuel / rearm.

Others out there who, reading this, fondly recall Wings of Fury (it also made it to the Amiga [], C64, DOS, etc.) will be pleased to know that a rather well-done iOS remake has been put together by Korean studio Idea Spoon Games and released into the App Store.
Wings of Valor [App Store] is an iPhone title that pretty much captures the experience of the original — it looks like it’s all there, with simple, clean graphics. Of course, for a game like this, the onscreen analog stick is no match for the real-world, analog Apple II joystick with which I piloted my Hellcat in decades past, but the Wings of Valor controls work well enough.
In a chat this afternoon, author JY Kim of Idea Spoon explained that he is a huge fan of the original game and, lamenting the lack of App Store titles of the particular sort, decided seven months ago to bring the game, himself. Kim is a one-man operation and, as such, has rolled everything on his own, including the 2000 images that were drawn to bring the game together, the physics and particle system, and the camera / zoom system. He takes particular pride in the last, which he felt needed to be close to perfect in order to make the game work. He plans to soon bring improved visuals, better dogfight AI, and iPad support to the title.
Folks in our forums are with Wings of Valor, so far.
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Has ‘Draw Something’ Lost 5 Million Daily Active Users Since Zynga Acquisition?
If you rewind the App Store clocks to around a month and a half ago, there was absolutely nothing out there hotter than Draw Something [$1.99 / Free ]. OMGPOP went from some Flash portal social game company I’d never heard of to releasing a game that even the most extreme non-gamer type friends of mine were relentlessly harassing me to take my turn. Draw Something’s popularity was so explosive, that I wouldn’t be surprised if it’s mentioned in several GDC talks this year as other developers try to divine the secret sauce that caused the game to go so incredibly viral.
What almost instantly followed the success of Draw Something was $210m acquisition by Zynga, spawning all sorts of entirely too predictable Zynga hated across the internet. You’d think that the might of the Zynga empire backing the game would only cause its popularity to grow, but did some digging into some figures published by , who believe that Draw Something’s popularity is in a steady decline, already losing five million daily active users.

Even after this decline, I’m not sure you’ll find too many game developers out there that’d complain about retaining ten million daily active users. What about you guys? Are you still playing Draw Something? Did you delete it after the Zynga purchase? If you’re still playing it, do you notice as many of your friends still at it?
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The First Big Free to Play iOS Game Comes Full Circle: ngmoco’s ‘Eliminate’ Shutting Down on 5/25
2009 was a weird time for the App Store. Free to play games were building steam on other platforms, but the way Apple originally structured the in app purchase mechanic prevented it from being used on anything but paid games and apps. This policy was reversed in mid-October, and only a few hours later ngmoco announced that their (then) upcoming online first person shooter Eliminate would be free.
The game was released a few weeks later, and we posted an extensive guide on it. In a nutshell, Eliminate was a four person first person shooter with a free to play twist. In order to earn credits to buy armor and weapon upgrades, players needed to use their energy supplies. Energy depleted as you played, and, obviously, an in-game store sold all the energy that players could ever need if they didn’t wait to wait to recharge.
Being among the first free to play games available, and actually being the first gamer-centric freemium game on the App Store, Eliminate seemed to spawn a massive community of players overnight. In fact, the is still amongst the most popular TouchArcade threads of all time, running closely behind and .

A TouchArcade reader sent a tip in over the weekend that not only had Eliminate been pulled from the App Store, but launching the game now results in the above popup. On May 25th, 2012, Eliminate is going offline. It’s sad to see not only this game, but also ngmoco as a company coming full circle. We’ve been covering ngmoco since their inception, as it seemed to many (myself included) that they were the most promising contender to be the premiere iOS-exclusive game developer.
In early 2010 the company then picked up some additional financial steam and bought Freeverse, which was yet another incredibly promising iOS developer that has since vanished. Later that year, Japanese social gaming giant rolled ngmoco up into their proverbial katamari at the potential price of $400m… Then things started to take a slide.
The Epic Wars series of games were the first projects to be shut down by ngmoco, leaving faithful players (who potentially invested heavily into the game) in the cold. News of games releases, or really, any activity from the company dried up until earlier this year we heard the company was hit with layoffs. even suggested that they missed the financial targets of the $400m buyout, putting the bulk of that purchase price in jeopardy.
If nothing else, the shut down of Eliminate is yet another reminder that the money you spend on these server-centric free to play title is buying you things that only persist as long as the developers keep the game online. If you’ve dumped cash into Eliminate, be sure to get your money’s worth playing the game before it goes offline next month.
Thanks Payam!
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The TouchArcade Show – 47 – No Batteries, R.I.P.
This week on The TouchArcade Show, we do another stellar job staying on topic — for the most part. At the top, we spend a good amount of time to the latest releases: Epic Astro Story, Puncho Fighto, and Burnout: Crash eat up a lot of our games section. Topics like the recent Kickstarter explosion and Magic: The Gathering on tablets round out the show. We also answer quite a few user e-mails, which we always appreciate.
If you’d like to listen this week, go ahead and do so via the handy links below. If you would rather get these things the easy way, feel free to subscribe to us on iTunes or, hey, even Zune. The subscription is free and automatic. It’s a win-win. Or something.
iTunes Link: The TouchArcade Show
Zune Marketplace: TouchArcade.com Podcasts
RSS Feed: The TouchArcade Show
Direct Link: TouchArcadeShow-047.mp3, 42.2MB
Here are your show notes:
GAMES
- Burnout Crash! [ $4.99 ]
- Puncho Fighto [ $0.99 ]
- Epic Astro Story [ $3.99 ]
- Blast Ball [ $1.99 ]
- Infinity Blade 2 [ $4.99 ]
- Kitten Sanctuary [$0.99 / Free ]
JARED’S KITTY KORNER
- LoveCat [ $1.99 ]
FRONT PAGE
- ‘Magic’ Coming To iPad
- 2XL’s ‘XLR8′ Isn’t a Game, But it Makes Driving Feel Like One
Also, this owns, thanks :
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The TouchArcade Show – 42 – Live From GDC!
On this very special episode of The TouchArcade Show, we not only are recording together in person at GDC but we’re also joined by Nissa…! Audio quality is a little rough, and the crazy nature of this week has made the show a little shorter than you may be used to.
BUT, it’ll be fun all the same. We’ll probably do a jumbo episode next week as we all get back and actually have time to play proper games again.
Here’s some links:
iTunes Link: The TouchArcade Show
Zune Marketplace: TouchArcade.com Podcasts
RSS Feed: The TouchArcade Show
Direct Link: TouchArcadeShow-042.mp3, 22.2MB
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The TouchArcade Show – 42 – Live From GDC!
On this very special episode of The TouchArcade Show, we not only are recording together in person at GDC but we’re also joined by Nissa…! Audio quality is a little rough, and the crazy nature of this week has made the show a little shorter than you may be used to.
BUT, it’ll be fun all the same. We’ll probably do a jumbo episode next week as we all get back and actually have time to play proper games again.
Here’s some links:
iTunes Link: The TouchArcade Show
Zune Marketplace: TouchArcade.com Podcasts
RSS Feed: The TouchArcade Show
Direct Link: TouchArcadeShow-042.mp3, 22.2MB
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Gameloft’s New Zealand Offices Cleared of Last Summer’s Over-Working Allegations
Last summer broke a story regarding Glenn Watson, a former Head Studio Programmer at Gameloft’s New Zealand office. Watson alleged he was typically working 100-120 hour work weeks. In his words, “Starting at 9:30 AM, going home at 2:30 AM, and then coming back into the office at 8:30 AM to start work again was not unusual”. He went on to whistle blow on poor working conditions, even mentioning that some junior programmers work 24 hour shifts.
These allegations spread like wildfire across the Internet, with little regard to the fact that there wasn’t much backing up these claims other than the single article everyone was sourcing. The New Zealand Labor Department launched an investigation on the matter not long after the allegations hit, and per New Zealand games site , the investigation recently concluded.
According to the Labor Department, Gameloft was not in breach of New Zealand’s Health and Safety Employment act. In fact, Labor Department spokesperson Alisa Mannell even mentioned that there was “no substantial evidence” of any wrongdoing on Gameloft’s part.
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Still Alive: ‘C64 for iPhone’ Gets iCade Support, iPad Coming
It’s been over a year since the last update, and many in our forums were worried that the app had been abandoned, but I’m happy to report that has released an update to C64 for iPhone [App Store], the Commodore 64 emulator and game store (at over 50 titles right now) for iOS, that we’ve been tracking since way back in 2008.
Stuart Carnie of Manomio filled me in on the license tangles he’s been dealing with since late last year which stymied work on the app, but indicates all is now resolved and that he’s excited to bring this update, as well as return his focus to development and the acquisition of new licenses for C64-loving iOS gamers.
The big news in this latest version of C64 for iPhone, version 2.2, is the addition of support for the iCade and compatible devices (such as the iControlPad and Gametel controller we recently covered), which is huge news given the nature of the typical Commodore 64 game title. In this initial implementation, iCade support means joystick and fire button emulation — certain games with extended features, such as , still require tapping the screen for key input and the like. This update also brings full support for iOS 5.
It’s worth pointing out that, presently, C64 is not a Universal application, and so using it on an iPad in the iCade means running the iPhone app at 2x video magnification. However, Stuart has big plans for the app and shared a short-list of what’s coming, down the road…
- A new, Universal app!
- This is a rewrite in order to add all the required features
- PRO: By not replacing the iPhone version, we can keep existing users with old hardware on the current builds
- PRO: For compatible games, we’ll continue to add them to C64 for iPhone
- Activate your original C64 for iPhone purchases if you have it installed
- Cycle-exact emulation — will require ARMv7 devices
- Same OpenGL ES 2.0 retro visual effects currently in progress for iAmiga
- iCADE / iControlPad / Gametel support
- TV-out
- Network play
- More in-app purchases, including existing titles
- A big pack of free games to get you started
- Retina display support
- BASIC mode, with 1541 “disk” save support
We’re very glad to see Stuart out of the woods and moving forward with his efforts to bring retro fun to today’s gamers. We will keep readers in the loop on the latest from Manomio as the news unfolds.
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‘The Heist’ – A Puzzle Game from the Creators of MacHeist
If you're not a Mac user, you likely have never heard of , which is really too bad because it's one of the coolest ways to get a bucket full of software on the cheap. The gist of the whole MacHeist promotion is somewhat similar to the various Humble Indie Bundles or Steam bundles, but with a unique twist involving all sorts of puzzles, generally set in a high tech almost hacker-ish safe cracking theme. Like most bundles, there's usually one or two really awesome pieces of software that make it totally worthwhile, then a handful of other stuff that you've never heard of that actually turns out to be pretty useful.
The Heist [99¢] is MacHeist's first foray into the App Store. This 99¢ game comes with 60 different puzzles to solve amongst four different types of puzzles. These puzzles all involve familiar mechanics, with three hinging on sliding blocks around in different ways and a fourth that's a strangely abstract version of sudoku. Solving the puzzles disarms a vault's defense system, allowing you to get to the prize inside.
But what's the prize? Well, since the game came out mere moments ago I haven't had a chance to completely beat it yet. However, I've been told that players who successfully complete the game will be rewarded with a Steam code for a PC/Mac game with a value substantially higher than the 99¢ purchase price of The Heist. We'll have a full review up shortly, but in the meantime, this seems like a ridiculously cool idea for a game. Just the included puzzles easily seem worth the price, and the promise of an actual prize with real-world value on it rewarded for completing the game is just icing on the cake.
Also, I'm not about to spoil it, but The Heist comes with a really cool feature to add some immersion into the game that I can't believe got past the Apple approval process. You'll know what I'm talking about when it happens.
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‘Carcassonne’ Free Update Adds Game Center, Multiple Tweaks
Even without Game Center support, Carcassonne [$9.99] was our runner-up Game of the Year last year. But now, with the release of a new update adding said support, what’s the GOTY Advisory Board supposed to do? Create a time machine? Nah. How about a “Missed Connections” category? Perfect!
While we figure this issue of great import out, play against some of your Game Center friends in one of the best board game turned video games on the planet. Also, enjoy some of the other perks of Version 2.20, which is sure as sure the last “big” update to the game until the first add-on graces the App Store. New leaderboards, 43 new achievements, score sharing, improved stability, chat time stamping, better power consumption, and an ELO bug fix are all a part of this free update that should see some significant hold-over until game creator The Coding Monkey hits fans with some rivers, Inns, and Cathedrals.
What I didn’t mention ever so slyly in the above is that these expansions won’t see the light of day for three billion years Standard Internet Time — The Coding Monkeys is cautioning fans that it’ll take a couple of months before “The River II” and “Inns and Cathedrals” hit. The good news, however, is that these will be quality bits of content as a result.
It’s hard to believe that someone still hasn’t checked Carcassonne out, but if you’re that dude, give this review a read. Seriously, this is a fantastic title. Just click “Buy app” already. Jeesh.
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