Archive for the ‘Apple’ tag
Upcoming ‘Model Auto Racing’ Aims to Fill a Void in My Childhood
When I was growing up I lived right down the street from an R/C car racing track at the local park. I was pretty young during this time, and thus couldn’t afford the rather expensive professional grade radio controlled cars that folks would bring out to race. So I was relegated to just a spectator, but I still got such a thrill out of watching these miniature vehicles race and jump around the dirt track, all the while being controlled remotely by people who were standing right beside me on the sidelines.
Sadly, over the next few years the R/C track’s popularity dwindled and was eventually torn down in favor of a dog park. It probably goes without saying, but dog parks aren’t nearly as cool as R/C car tracks when you’re a kid. So when developer emailed a trailer for their upcoming game Model Auto Racing, I immediately got a nostalgic twinge of excitement. As you can see in the trailer, it looks to be a proper R/C racing title for folks like me who couldn’t afford to indulge in the hobby as a kid.
Model Auto Racing will contain 3 different vehicle categories drawn from the real-life R/C racing world: buggy, short course, and touring car. It will also give you the choice of a top-down camera view or a fixed-position from the sideline podium, just as if you were at the track yourself. Other features include Universal support, Retina graphics for the new iPad, Game Center with online multiplayer, 12 tracks and 48 event types, and upgradeable vehicles. Model Auto Racing is awaiting review from Apple and should be out before the end of the month.
[]
‘Wings of Valor’ Review – Greatish Littler War Game
Wings of Valor [ $1.99 ], the “Wings of Fury” spiritual remake by Idea Spoon, is a rare gem in the app store – a game that might not sell you on its screenshots alone, but is an automatic purchase for gamers “in the know.” Based on a classic game for the Amiga/PC/Apple II, Wings of Valor has a familiar, nostalgic feel to it, with all the best parts of an arcade shooter and a surprisingly complex strategy sim.
The base gameplay is straightforward and simplistic, as illustrated by the image-only help file. Take off from your carrier, and destroy your targets. Targets range from islands, to other planes, to ships, and you’re given an entire (unlockable) arsenal for dealing with the threats. For people such as myself, who never played the original, it may take you a few tries to even get off the ground. For instance: mashing the engine button over and over to get it started (just like a real old plane!), or trying to fly off the right side of the carrier and taking a bath instead. Missions are relatively quick, and can easily be squeezed into a bus ride, a work break, or any spare 5-10 minute period of time.

Once you get in the air, the game plays like a dream. Lovingly handcrafted visuals and spot on controls make you wonder why the side-scrolling fighter pilot genre died off so long ago. Aerial combat is a joy, pure and simple: the banks, the arcs, the turns, it all manages to feel “simulationy” and “arcadey” at the same time. Touch controls suffer somewhat from the usual lack of physical feedback, but not as much as you would think with this sort of game.
Dogfighting lacks a bit of challenge, as the enemy AI seems all too easily confused when you turn around directly behind them and light up their tail. Strafing runs are exciting, and can prove to be a test on resources – are you more of a T-16 piloting, womp-rat bullseyeing sharpshooter, or a light-up-the-jungle, empty the plane sort of carpet-bomber? The game plays into both strategies, but the latter sort will have to get very used to landings/takeoffs while they return to their ships to replenish their arsenal.
The camera work is spot on, zooming in as you approach the ground, adding to the feeling of speed. The music is old-timey, “Welcome to the world of tomorrow!” radio static fanfare, and adds to the retro feel. Sound effects are sufficiently explodey and ratatatty, and the particle effects are excellent, whether it’s planes smoking and plummeting to the earth or water kicking up as you bring death to dozens of unseen ocean critters. It is incredibly difficult to believe that the entire game was put together by a single person.
With plenty of challenges, unlockables, an upcoming iPad version, and promised updates to the visuals and AI, Wings of Valor makes for a very attractive package at $1.99. For people who have boldly proclaimed the death of classic gaming at the hands of iOS, I can only gesture wildly in this direction – here is a game with no IAP, no freemium model, just classic, old-school gameplay at its finest. Whether you’re a fan of the genre or completely new to this style of game, here is a something that is very worth your time.
The first time you have a bogey on your six, you tear off straight upward at top speed, and see the stars for just a second before stalling out, turning back towards your prey, spitting hot death, you’ll get it. Get it?
TouchArcade Rating: 
[]
‘Dragon Shout’ Creator Receives Copyright Infringement Notice
We all saw some sort of legal drama incoming, right? The creator of Dragon Shout [Free], a brilliant map app for Bethesda’s radical open world RPG The Elder Scrolls 5: Sykrim, . In an e-mail to us, Blalock says that Apple isn’t making him remove the app, as “ZeniMax didn’t specify what the app is specifically violating.” Blalock hasn’t received a C&D yet and notes that he’s e-mailed ZeniMax several times to try to clarify what the app is violating.
“I did my best to ensure the app was not violating anything,” creator Blalock tells TouchArcade. “I looked up US trademarks and copyrights for ‘Dragon Shout’ and at the time there wasn’t any. I had the map hand drawn. I intentionally didn’t use any graphics or wording that would possibly be owned by Bethesda. So, I’m still not sure what they say the app violates.”
And it’s hard to tell from what Blalock says he’s received so far. But, ZeniMax does its best to protect its brands. Earlier last year, the publisher This April, ZeniMax for the phrase “Fus Ro Dah,” Skyrim’s most Internet-popular dragon shout.
In much lighter news, Dragon Shout is now freer. In version 1.5 , the social add-on — which includes database searching, marker sharing and chat — is available free of charge.
[]
Freebie Alert: ‘Beyond Ynth’, ‘Braveheart’, ‘Escape the Ape’, ‘Fish Tycoon’ ‘Swordigo’ and More
It’s a Thursday on the App Store which is as just as good of a reason as any to set your games’ prices to free if you’re an iOS developer, or, at least, so it would seem. It sort of goes without saying, but due to the volatile nature of pricing on the App Store, you better grab these games now if you’re interested in them. Few things are more annoying in the world of iOS gaming than missing a killer freebie.

Get your downloading finger ready:
Beyond Ynth, Free – [Review] – [] – An absolutely fantastic puzzle game where you play as a little ladybug doing your best to survive each level, often by rotating curiously sectioned off boxes. Do not miss this game while it’s free. If you want to give it a go on your iPad, there’s Beyond Ynth HD [ $0.99 (HD)], too.
Braveheart, Free – [] – You probably have a lot of games on your iPhone, but how many of those games have you searching for the Holy Grail? (Not many, I’d guess.) You’ll hack and slash your way through all sorts of normal monsters, boss monsters, and other monsters. If you’re looking for the iPad version, Braveheart HD [ Free (HD)] is what you seek.
Escape The Ape, Free – [Review] – [] – This jumping game puts you to the task of drawing lines to create trampolines for JoJo the monkey to bounce on. While it looks simple, gameplay is deceptively deep especially when you start reaching higher altitudes and need to work harder to collect power ups.
Fish Tycoon, Free – [] – I’m including this game in the list because these dumb Tycoon games are responsible for soaking up countless hours of my time, going all the way back to my Palm Treo 650 days. Or, before that, now that I think about it. …And now, fair reader, I place this curse upon you.
Highway Rider, Free – [] – Have you ever been sitting in traffic when some dude on a motorcycle recklessly lane splits you at what seems like a million miles an hour? Well, in Highway Rider, you can be that jerk. The point system even encourages it, in fact.
Swordigo, Free – [Review] – [] – A side scrolling action RPG that is just fantastic. Imagine if you took something like Zelda II and released it in 2012, that’d be Swordigo. Download it. Play it. Love it. Trust me.
Towers N’ Trolls, Free – [] – I love tower defense games, you love tower defense games, and this is a tower defense game. It’s a pretty good one too, so if you haven’t scratched that whole laying out towers and murdering creeps itch in a while, here’s your chance.
Trigonon, Free – [] – The gimmick of this puzzle game is that it takes place in the factory of your mind. Your thoughts are represented by steel spheres, and you’ve got to get them out. Seems reasonable, and looks cool.
Vermes on Mars, Free – [Review] – [] – An interesting shooter where you control a small squad of robots (which are all upgradeable). You position them, and tap to target. It takes place on Mars, and your enemies are worms. The control scheme is worth giving this game a try.
Beyond Ynth, Free
Beyond Ynth HD, $0.99 (iPad Only)
Braveheart, Free
Braveheart HD, Free (iPad Only)
Escape The Ape, Free (Universal)
Fish Tycoon, Free
Highway Rider, Free (Universal)
Swordigo, Free (Universal)
Towers N’ Trolls, Free (Universal)
Trigonon, Free
Vermes on Mars, Free (Universal)
[]
‘N.O.V.A. 3′ Single Player Review – Volterites Never Looked This Good
Say what you will about Gameloft, the developer occasionally does a good job of filling the App Store void with iOS versions of console staples. N.O.V.A. 3 [ $6.99 ], the third game in the company’s perennial FPS series is one such title. Capitalizing on the success of the previous two titles, as well as offering full support for the latest and greatest in Apple hardware, N.O.V.A. 3 offers a great action-packed single player experience complete with some very impressive visuals.
Following the never-ending trials and tribulations of Kal Warden, N.O.V.A. 3 continues the story as Warden is yet again recalled into action, this time to the ruins of San Francisco to aid an old friend. From there, you’ll travel to several more planets, a derelict ship, and even the home planet of the Volterites. I’ll save the spoilers for those of you that care about the story, but suffice to Kal gets tasked with saving the human race (again) from certain doom and will go through humans, Volterites and Judgers alike to accomplish that feat.
You’ll be saving humanity via gameplay that should be largely familiar for genre veterans. Like its predecessor, N.O.V.A. 3 has you exploring a wide variety of locales while battling enemy archetypes and hitting objective-marker based goals that shouldn’t offer much in terms of surprise. Also, you can expect the occasional break from the on-foot battle heroics by piloting Mechs, manning the weaponry on top of AI driven trucks and serving as sniper support for other NPCs. By now, it should be apparent that Gameloft has uncovered the formula for a successful FPS, and while N.O.V.A. 3 doesn’t offer much in terms of revolutionary gameplay, it certainly succeeds in what it does implement.
One interesting inclusion is an in-game store that offers unique weapons and upgrades that takes currency you earn by completing single player levels. It’s nice to see a system that actually provides rewards proportionally to how well you complete a level run. Unfortunately, the inclusion of IAP to bypass said currency collection lessens experience somewhat.
A well-done FPS is in some ways far more reliant on its controls than other genres. Thankfully, N.O.V.A. 3 works within its limitations to provide a competent scheme for a touch screen. The standard dual-stick controls are available, as well as generous use of a swipe gestures for swapping weapons and powers. I was particularly a fan of the gyroscope inclusion, as proper use of that option goes a long way towards making the game’s aiming accurate and fun.
N.O.V.A. 3 plays well on the iPhone, but I found the screen to be a bit cramped compared to the roomy iPad controls. Either way, a host of options such as auto-aim, attempt to help even touch-screen novices blast away with ease. While I imagine there are some folks that will never get used to touchscreen controls for an FPS, the fact remains that N.O.V.A. 3’s control schemes do a decent job of letting you take out baddies and navigate the environments with ease.
By the way, those environments you’ll be traversing across look absolutely gorgeous. N.O.V.A. 3 takes full advantage of the hardware offerings of the iPhone 4S and new iPad, which leads to one of the most visually impressive FPS titles I’ve played on iOS. The textures, weather and visual effects – even the shadows are all well done and simply stunning.
As nice as the game looks on the small scree, N.O.V.A. 3 begs to be played on a new iPad. The larger retina-display of the tablet lets you truly appreciate just how far the visuals have come in the series. The fact that the game manages to look this good while successfully running (for the most part) at a decent framerate is probably the most impressive accomplishment. Granted, there were a few mishaps with the graphics engine, such as a few instances of falling through environments, the occasional slowdown when there’s a lot of action on the screen and the unusually lengthy loading screens (that occasionally make you think the game crashed), but these do little to detract from what is an otherwise impressive visual system.
It would be easy to simply classify N.O.V.A. 3 as impressive eye candy and leave it at that, but Gameloft deserves credit for continuing the trend of creating a well-rounded FPS experience complete with a full story-driven campaign, a plethora of control and gameplay options and a balanced gameplay experience. We sometimes talk about games that possess that certain something that make them ideal for showcasing the might of iOS. I’d argue that, while N.O.V.A. 3 may not necessarily be at the top of that shortlist, it has enough going for it to warrant being close to such a classification.
This is part one of our two-part N.O.V.A. 3 review. In previous N.O.V.A. games, multiplayer played a very large component of how much our community enjoyed the game. With our early review copy, there obviously wasn’t anyone to be found to play with online. As soon as the game is released, and we can spend some quality time with the multiplayer we’ll post a follow-up focusing on the multiplayer aspects of N.O.V.A. 3.
TouchArcade Rating: 
[]
Despite Movement In The Opposite Direction, NimbleBit Continues To Make Free-to-Play Games That Are More Than Just Business Models With Graphics
In an age where game studios are talking to behavioral psychologists and hiring retention experts and monetization specialists in a rush to juice the most out of free-to-player gamers, there’s at least one studio developing free-to-play games that doesn’t care about metrics, compulsion loops, and user acquisition. Game business never informs game design at . Fun is first, the mechanics of free-to-play are secondary.
Pocket Planes is the next big thing from the two-man studio, and it’s philosophically linked with its other titles. Without shaking a virtual change cup in your face, Pocket Planes gives you a vibrant and customizable world and ownership over it as you ferry a fleet of planes from one airport to the next. Designers David and Ian Marsh believe that these components will be enough to organically drive the free-to-play aspect. No business trickery is required.
The Art Of Good Free-To-Play
“[Our] philosophy is to consider monetization as little as possible during the design of the game,” Ian tells TouchArcade. “The in-game currencies are balanced to be a natural part of the game without the option to even purchase more during design and beta,” he points out. “Adding IAP and deciding how much to charge is always one of the last things we do before launch. We take care to make sure that everything in the game is accessible and achievable without every purchasing IAP.”
Ian and David proved that this approach works with Tiny Tower. The game made money even though monetization aspects weren’t a focal point. The game also did well with critics, earning all sorts of amazing reviews and even a Game of the Year nod in 2011 from the editorial team at Apple. Millions of people played Tiny Tower, too.
Pocket Planes is still deeply in beta, but I’m as hopelessly … hooked on it as I was Tiny Tower. Every ten or so minutes I pick up my phone and plan more flights. When I’m not playing, I spend time thinking about new planes and creative ways to expand my cash and transport flow. Should I grind in my current selection of airports until I can buy New York’s airport? Or should I keep expanding with much smaller airports to broaden my empire, and slowly build up the necessary resources to acquire international hubs? What if I converted all my fleet to four-seat airplanes? How much could I earn then?
These are the questions running through my head, in part because the simulation aspect of the experience is so good. But I’m also just straight-up invested in the world that I’m creating, and I want to keep making it bigger and better. There are so many small, yet beautiful touches in Pocket Planes that drive my mania. I can name all my planes and customize each of my pilots. My passengers post their thoughts on an in-app Facebook client called “BitBook.” I can buy any airport that I can afford, and I can also upgrade it to make it bigger and better. I can build my planes and when I watch them fly, I can collect the game’s two currencies randomly floating in the air. Pocket Planes also knows when I’m flying. The day and night cycle is synced to the real world. When I receive a Push notification, my phone emits a soft airplane cabin ding.
These are the aspects that David and Ian believe drive users to spend. These are the things it spends all of its time developing. There is no conversation about loops or feedback. The duo spend their time making games with character, real progression, and meaningful stuff. Their games have a soul.
“I’m not sure if there is some kind of secret sauce, but we definitely focus a lot of time on adding lots of things to our simulation games that make them feel like a functional little world inside,” David tells us. “I think the stronger the feeling that there is a buzzing simulation going on inside the game, the more fun it is to influence it and use your actions to mould and direct it.”
“I agree with Dave completely,” Ian says. “The more detail and emotion you put into these little worlds the more immersed players become and the more they enjoy spending time with it.”
“I think the customization has a lot to do with it as well,” he continues. “That isn’t just a plane flying in the game, it is your plane that you named yourself and spent time finding the perfect paint job for. In Tiny Tower, it isn’t just a generic bakery, it’s Brad’s Bread with interior decoration of his choosing and hand picked employees that took work for him to recruit.”
David explains that Tiny Tower and the feedback blowing up NimbleBit’s inbox is actively informing the development of Pocket Planes. Users are lauding their game design ideals and are actually thanking David and Ian for making a fun game first.
“I think we definitely are trying to strike the same balance and attitude in all our future free-to-play games because it resonates with players and matches the type of games we prefer to play ourselves,” David says. “The other thing we have learned from Tiny Tower and also Pocket Frogs is that the more we can stimulate players imaginations the better. The kind of fan art and fan communities that have grown around those games is amazing and that is a target we are always aiming for.”
Pocket Planes is shaping up to be a tremendous game and my praise is coming at a time when more and more new free-to-play games continue to feel like skinner boxes instead of fun things to play with. Ian and David are doing important work here, proving that free-to-play doesn’t need to inform fundamental game design.
“Even without spending a dime, players become heavily invested in these worlds because of their character and charm — not some carefully crafted compulsion loop. That is what keeps them coming back,” Ian says.
Fun doesn’t need to cost a penny, and that’s what NimbleBit strives to make a reality with each release.
[]
Download the Official TouchArcade App Now!
Today marks the next big step in TouchArcade history, as with the help of and the official TouchArcade App [ Free ] is now available for download on the App Store. We dug deep into all the features of the app last month, so give that a once over while you’re waiting for the app to download.
We’ve put a ton of effort into the development of this app, and aside from providing an incredibly iPhone-friendly version of all the content TouchArcade has to offer, you’ll be able to see a list of the hottest games updated in real time. This list really aids in game discovery, as unlike the Apple featuring process where you’ll see a new crop of games every week, our hot games list is in constant flux and will include new games, old games with recent updates, games with price drops, and tons of other relevant titles.
So give it a download and let us know what you think, and what you’d like to see changed or tweaked in future versions. Also, while this initial launch currently is not universal, we’ve got plans for that on the horizon and the universal version looks incredible on the iPad.
[]
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.
[]
‘Contre Jour’ Now Supports Retina on New iPad
Contre Jour [99¢] and its Universal HD brother, Contre Jour HD [$2.99], has always been a looker, but it’s now even more impressive on new iPad. Thanks to a late (but welcome) retina update, the HD version puzzle game is fully embracing Apple’s new high pixel density screen. As you’ll see below, this version is sharper and crisper and cleaner than it ever has been, which is saying something since it looked great pre-update anyway.
No update for a puzzle game is complete without new levels. A brand new jungle-themed chapter has been added to both versions of the game, ushering in some twists on the game’s pre-existing moveable tentacle and platform mechanics. Also, a new “bonus” ending has been added for those who can collect the game’s (now) 300 lights. Sounds like you’ve got some work to do, guys.
Contre Jour, $0.99
Contre Jour HD, $2.99 (Universal)
Contre Jour Lite, Free (Universal)
[]
Bi-Planes, Skeletal Rabbits, And Cricket Players: ‘Pizza vs. Skeletons’ Gets A New Chapter
is making good on its promise of content updates to its bizarre side-scrolling action game, Pizza vs. Skeletons [99¢, Free]. A complete chapter, filled with a total of ten new missions, was added this morning alongside a festive topping and even some new iPad tweaks, which ratchet up the game’s visuals for users with Apple’s new tablet.
The selection of content present in these new levels is dizzying. In the first, you’ll be flying a WWII-era biplane. Later, you’ll fight skeleton rabbits in an arena, destroy a cloud city, bowl through skeletal cricket players, and fight a boss on a suspension bridge who uses new “gust” ability.
In celebration of all this new content, Riverman has slashed the price of PVS. Through this weekend, you’ll be able to grab it at 99¢ instead of its usual $1.99. It’s a steal at this price, and all of these skeletal rabbits aren’t going to kill themselves, so consider acting on our glowing recommendation.
[]
